(adelalde) hons. b.sc. a. rlstlcz · 2016-05-11 · and the maln work already done in thls area ls...
TRANSCRIPT
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It -2'15
AN TNVESTIGATION OF THE OAME
OF POKER BY COMPUTER BASED ANALYSIS
by
A. Rlstlcz B.Sc. Hons. (Adelalde)
A thesls submltted for the degree ofDoctor of Phllosophy
1n the Unlverslty of AdelaldeDecember, L973.
SUMMARY
The researeh reported ln thls thesls has been under-
taken wlth the obJectlve of flndlng optlmal strategles forpoker uslng both slmulatlon and game-theoretlc methods.
Ïn the lntroductlon the nature of the problem 1s presented
and the maln work already done in thls area ls revlewed,
Next the simulatlon of poker 1s consldered and the
computatlonal difflcultles of thls approach are lnvestlgated
1n some detalI. It 1s concluded 1n thls thesls that an
analyt1c,/numerlcal approach offers better prospects of
success than slmulatlon. Accordlngly the numerleal approach
to poker ls theoretlcally formulated and new methods of
solutlon are developed whlch are slgnlflcantly faster than
exlstlng methods found ln the llterature.
These methods are then used to solve 2, 3 and 4-
person poker-like games. In the course of thls work a new
lntegral relevant to the solutlon of poker-llke games 1s
evaluated. Slmulatlon methods are used to check the work
wherever posslble.
The results obtaÍne<i. from these solutions o.re unique fortwo reasons. First, even though simplifying assÌrtptions were mad.e
i-n many phases of this work, the games solved are sufficientlyrealistj.c to be compared wlth a commonly played. variety of poker
and the soLutions are shown to agree cIose1y, 1n most d"etail-sr with
the strategles used by experlenced playersr even though some of the
results are in less than coinplete a,greement. Second.Iy, this appears
to be the(1)
first tlme that a sorut-lon has been obt.inetl for a-lr-pensonpoker-llke game.
The study then reports the results of the appllca-tlon of thls wonk to two practlcal problems not dlrectlyconnected wlth poker. The flrst of these relates to net-worlts and formulates a new crlterlon of optlmallty of frowwhlch 1s currently the subJect of further research by
another worker. The second is a problem in buslness
management.
The thesls ends wlth a diseusslon 1n which generat
concluslons are drawn from the whole of the work and 1n
whlch neÏ¡ areas of research ane ld.entifled. rn partlcularmore research on numerlcal methods r oû the methodology ofslmulatlon, and ln applled games theory ls recommended.
(rr¡
ACKNOV'ILEDGEMENTS
I would l1ke to express my appnoel_atlr¡n ofthe guldance, encouragement and help given by
Dr. J.t.c. Maeask1l1 during the course of my researeh,and to Professor J. ovenstone for hls advice durlngthe prellmlnary stages of my work. I also thankProfessor F. Hlrst 1n hls capacity as permanent Head
of the Department of Computlng Science for hlsencouragement and suppont, and Dr. r.N. capon, Dlrectorof the unlversity of Aderalde computlng centre, and h1s
staff, for thelr help and tolerance. The wrlter' 1s
lndebted to Professor R.B. potts, Dr. c.E.M. pearce and
Mr. R.J. Harrls for vaLuable dlscusslons and toIUiss J. Potter for metlculous typlng.
( lv)
TABLE OF CONTENTS Page
(1)
(111)
(lv)
B
B
9
10
11
T2
13
I3
13
14
14
Summary
Slgned Statement
AcknowLedgements
Chapter" 1
INTRODUCTTON
1.1 Staternent of problem
I.2 Maln alm of the work of thls theslsREVIEÌ^I OI' RESEA RCH INTO POKER
Methods of elasslfylng poker-I1ke games
Games of hlstorlcal lnterest1.4.1 The games of von Neumann and
MorgensternI.\.2 The games of G1111s et aI. and
of Bellman and Blackwelt
t. 4. 3 Tfre games of Kar1ln and Restreppo,and Prultt
Games of dlrect slgnÍ_flcance to thls thesls1.5.1 Kuhnts 2-person game
1.5.2 Nash and Shapley's J-person game
F'rledman I s game
Numerlcal technlques
Computer slmulatlon of poker
NEI/'I lr,lORK PRESENTED IN IHIS THESIS
I
I
2
3
3
5
5
6
1.3
1.4
1.5
1.6
r.7r.B
I
1.9
1.10
1.11
I.I2
Poker slmulation
A new solutlon method for n-person games
Evaluatlon of a speclal lntegralFormulatlon and solutlon of a new poken-I1ke game
1.13 Applicatlons
LAYOUT OF THESTS
Chapter 2 Slmu1atl on of Poker
INIRODUCTION t7Introduction ITPrlnc1p1-es of poker slmulatlon tTResults achleved by other workers ZL
Factors lnvolved ln settlng up a simulation 2IDETAILED METHOD OF STMULATION
1.14 Layout of thesls
2"t2.2
2.3
2,4
2.5 Rules of the game
2.6 Slmulation of shuffllng2 rT Impnovement of hand
2.8 Calculation of probablllties2.9 Bettlng strateglesDÏSCUSSION
Page
14
I5
15
22
26
28
2g
37
43
4S
46
4B
50
51
54
54
2.10
2 .11
2 .12
2.r3
Checklng of results from computer runs
ïnteractlve poker
fnvestigatlon of poker strategles byslmulatlon
Concludlng remarks
Chapter 3 Lookahead (tAH ) etso rlthm3.1 An Introductlon
3,2 Mathematlcal statement of problem
3.3 Rosenrs method of numerical solutlon3.4 The Lookahead algorlthm
3.5
3.6
3.7
3.8
3.9
The LAH algorlthm 1n a Z-person game
Equlvalence between LAH solublon and e.p.Generallzation of LAH algorlthm ton-person case
Appllcatlons of LAH algorlthm
Comparlson between Rosents modlfled methodand the LAH algorlthm
Page
55
59
6\
66
73
Chapter 4
Formulatlon and solutlon of a 2 -ï)erson Doker-11ke Aame
4.r
\.24.3
4.4
4.5
4.6
4.7
Chapter 5
Introductlon
Strategles of playens
Evaluatlon of payoff functlons and. solutlonAnalytlc solutlon of the game
4.4.f fn1t1aI assumptlons
4.4.2 Showlng that the solutlon found1s an e.p.
4. 4. I The depende.nce of the analytlcsolutlon upon the appnoximatesolutlon
Valldatlon of hand lmprovement slmulatlon
Non-optlma1 solutlons
Discusslon of results
75
8r
B¡
93
93
9B
99
Solutlon of 3 and 4 person Eame (3
5.1 Introduction
5.2 Solutlon of the 3-PG
5.2.I Rules of play
5.2.2 Strategles
100
104
105
108
109
109
109
-PG and 4-Pc)
5.3
5.2-3 Evaluatlon of payoff functlons
5.2.4 So1utlon of the 3-Pc
Solút1on of thê 4-pO
5.3.1 Evaluatlon of payoff functlons
5.3.2 Speclal method to speed solutlonof the 4-PC
5.3.3 Scilutlon of the 4-PO
Checklng the 3-PG and 4-Pc payoff functlons
Dlscusslon of results
5,5.I Comparlson between solutlonsto the 2-PG and 3-PG
5.5.2 Practlca1 Interpretation of thesoLutlon to the 4-PC
5.5,3 Dlscusslon of solutlon to the4-PG
5.5.\ Comparlson of analytlc solutlonwlth the strategies used byexperienced players
Introductlon
Appllcatlon of game theoretlc methodsto a problem ln networks
6.?.1 Theoretlcal background
6.2.2 Game theonetlc netwonk optlmLza-tlon
6.2.3 Dlscusslon of results
Buslness model
6.3.f Deflnltlon of buslness model
6.3.2 Dlscusslon of buslness model
Page
l,L2
tt?IL7
r17
].26
128
128
L32
r32
135
139
143
148
148
148
t52
153
155
r62
163
5.4
5,5
Chapter 6
Appllcatlons of the work carrled out 1n this study
6.r6.2
6.3
Chapter 7
Sumniary. co¡_clusloqs and discussion o f new work
7 .t Sunmary
7.2 Approach to the problem posed Ln thlsthesls
7.3 Further aneas of reseanch
Index of appendlces
Appendlx A: Evaluatlon of Payoff FunctlonIntegral
Random Number Generator
Calculatlon of Probabllltles
Appendlx B:
Appendlx C:
Index of Fleures
Index of Tables
Blbllography
PaÉte
J,65
L67
l.72
TT6
L99
202
209
?to
2t2
1
CHAPTER 1
INTRODUCTION
1, I Statenent of problem
Before maklng a general statement of the problem tobe dealt wlth 1n thts thesls the followlng 2 polnts should
be noted.
(a) The mathematlcal treatment of poker can have pnactlcal
appllcatlons ln areas not dlrectly related to poken.
The followlng quote from Karlln, (19), supports thlsassertlon (also see Prultt (29)):rrThe many nespects 1n which buslness, po]ltlcs and
war resemble poker should be evldent, Hence, any
progress 1n our mathematlcal understanding of poker
games can have lts counterpart lnterpretatlon lnmany nelevant elrcumst¿u1ces of llfe. rl
(b) Poker 1s posslbly the most complex of card games.
Indeed Karlln, (19), states that:rflt ls the consldered oplnlon of many expert card
players thaü poken nequlres the most sklll and depth
of any card game. rl
The lntrlcacles of poker may be appreclated by read-
lng one of the many þooks wrltten about the subJect, forexample ffPoker: Gane of Sklllrr, (30). As a consequence of
thls complexlty the nathematlcal tneatment of poker must be
restrlcted to slmpllfied poker-Ilke games (see the llterature
,.¡
"ñ
2.
survey glven tater ln thls chapter).
In thls study the game of poker has been approached
ln such a way that, although certaln essentlal character-
1st1cs of the game are retalned, slmpllfylng assumptlons
make the problem amenabl-e to mathematlcal solutlon. Num-
erlc methods, suitable for use on the computer are used to
obtaln solutlons whleh are then dlreetly appllcable to a
commonly played varlety of poker.
Vanlous appllcatlons of thls work to other, not
dhectly related areas, are then consldened.
I.2 Maln alm of the work of thls thesls
The maln dlffleulty Ln the mathematical treatment
of poker-llke games arlses from computatlonal dlfflcultles(see later ln thls chapter and chapter 5). Thls worlt
hypotheslses that, by uslng numerlc methods (suitable for
lmplementatlon on a computer), further progress may be made
ln solvlng more reallstlc models than have been herreto
posslble (see chapter 5).
To flnd these solutlons a new mathematlcal technlque
for handllng the partlcular type of games treated here has
been developed (see chapter 3). Although the appllcabllltyof poker to buslness has been suggested by Prultt, (29), and
Karlln, (19), no concrete examples could be found ln the
llterature. Thus 1t was an obJect of thls study to provide
a speclflc example of the appllcatlon of the above work to a
3.
buslness sltuatlon (see chapter 6). Other appllcatlons to
poker simulatlon and the theory of networkb are also glven
in chapters 2 and 6 respectlvely.
REVIEI,f OF RESEARCH INTO POKER
1.3 Methods of classlfyine poker-llke sames
Untlt 1928 the mâthematlcal analysls of poken was
llmlted to a probablllstlc and comblnatorlat treatment (see
Borel and VlI1e (3)). In 1928 von Neumann, (26), publlshed.
the flrst paper on game theory and showed how 1t was poss-
lbIe to obtaln exact solutlons to slmple poker-llke games
uslng h1s newly developed theory. Von Neumann formulated
and solved a slmple poker-11ke game, (27), and found that the
solutlon contalned the element of blufflng (see 1.4.1),whlch had prevlously been consldered to lnclude psycholog-
lcal factors, and was therefore consldered not to be a
sultable case for a slmple mathematlcal treatment. (g
further dlscusslon of blufflng ls glven 1n chapter 3).
Slnce then many papers have been publlshed deallng
wlth lncreaslngly sophlstlcated verslons of poker-llke
games, ( t2,13r20 ,2?,24 ,27 ,29) . The recurrlng probrem has
been one of computatlonal d.lfflculty. Thus, although ltcan usually be proved that optlmal strategies to any poker
game ex1st, the mathematlcal technlques necessary to dls-cover them are generally lacklng.
4.
blhen presenting the survey of the llterature on
poker-llke games lt 1s helpful 1f the games are classlfledby the followlng parameters.
,,
(a) Number of players
The number of players largely determlnes the overall
complexlty of the game, as speclal dlfflcultles are
encountered when the number of players exceeds two.
(b) The hand strueture ln the same
The hand structure ln the game 1s usually eltherdlscrete, flnlte and small or else contlnuous, and
plays a large part 1n determlnlng the method of solut-1on. Real poker ls an exceptlon in þhat although the
hands are dlscrete, they are so large ln number, that
the hand structure can be consldened to be contlnuous.
(c) The es nnin bettlnThere is conslderable varlatlon 1n the rules governlng
bettlng. lhe more lnvolved the bettlng, the greater
are the computatlonal d1ff1cultles. Some games have
a great varlety 1n the blddlng and reblddlng, whlle
others are llmlted to one type of bet.(d) The partlcular method used to solve the Rame
There 1s no s1ngIe method whlch 1s applfcable over the
whole range of games. The technlques used to solve
each lndlvlduaI poker-Ilke game are usually dlfferent.
5.
(e) Relatlonshlp to real poker
Games may be further classlfled by the lnslght that
they provlde lnto real poker.
l- 4 Games of hlstorlcal lnterestA number of games that play an lmpontant part ln
past research but that are not dlrectly related to thlg
thesls are now presented.
f,4.1. The games of von Neumann and Morgenstern
Von Neumann, (27), was the flrst wrlter to formulate
and solve a poker-llke game. The rules of thls game allow
two players to obtaln random hands s1 e [0r1] and
s2 € [0r1] where s1 and s2 are unlformly dlstrlbuted
over the closed lnterval [0,1]. Both players bld slmul-
taneously, elther a or b unlts (where a>b and a and
b are flxed) not knowlng the value of the other playerts
b1d. The term 'tb1d slmultaneousl-yrr signifles that the
players make thelr blds together, and each playen has no
knowledge of what h1s opponent w111 b1d. If both b1d the
same amount, hands a?e companed wlth the hlgher hand wlnnlng
the pot. If one blds hlgh, the other 1ow, the player bldd-
lng low has the optlon elther of forfeltlng hls low b1d, oR
of lncreaslng the amount b1d to equal the bld of the other
player, 1n whleh case the hlgher hand wlns ttre pot.
The method of solutlon glven by von Neumann, (27),
(although lt 1s not able to be applled dlrectly to the work
6.
of thls thesls) glves heurlstlc lnslghts lnto how real poker
should be played and shows clearly the advantages of bluff-1ng (see chapter 3).
Blufflng takes place when a player makes a hlgh bld
(a unlts) wlth a hand which 1s not 11kely to wln lf the
other player should look. The blufflng strategy for thlsgame w111 be described preclsely ln chapter 3. Blufffng
has 2 purposes. Flrst, the hlgh bet may force a wlnnlng
sltuatlon by causlng the other player to back down. Seeond,
lf the other player does look, he w111 notlce the bluff.Later, therefore, he 1s more llkely to look at a hlgh bet,
slnce he may feel that 1t 1s another bluff. Thus, bluff-lng w111 tend to ensure that a blgher proflt ls made from
good hands as hlgh bets w111 be more 1lke1y to be looked at.
A modlfled form of thls game aIlows the flrst play-
er to b1d elther a (frfgh¡ or b (fow). If he blds hlgh the
second player has the optlon elther of dropplng out and for-feltlng b units, or of matchlng the flrst playerrs hlgh
þld, wlth the hlgher hand winnlng a unlts. Thls model
ls dlseussed 1n chapter 3.
l.\,2. The Eames of G1111s et a1. and the gane of
Bellman and Blackwell
In thelr paper G1111s, Mayberry and von Neumann,
(13), have solved a two person varlant of a poker Same' wlth
slmultaneous blddlng and a continuous hand structure. It
T.
ls simllar to von Neumannts or1g1naI game, (27), except
that lnstead of allowlng two flxed slzes of a b1d r a and
b, the bid can take any vaJ-ue between a and b. Two
verslons are considered, one where all blds 1n the closed
lnterval [arb] are allowed, and the other $t1th only a
fln1te posslble number of blds 1n the same lntervaI. But
the rules dlffer from von Neumannfs orlglna1 game (1.4.1)
ln that no upgrading of bet by the lower bldder, ls allowed
and the hlgher bldder wins the amount of the low b1d. 'I'f":
blds are equal, the hlgher hand wlns the amount bet.
Bellman and Blackwell , (2) , have al-so solved a
varlant of poker, which has two players, a contlnuous hand
structure, and 1s very slmllar to the galne of von Neumann,
(27) .
The main eharactenlstlcs of the games that have been
descrlbed are:-(1) OnIy 2 partlclpants are allowed (i.e. they are 2-person
games ) .
(2) The hand strueture ls contlnuous.
(3) Bettlng 1s Ilmlted with no reralslng.(4) Although the methods of solutlon are dlfferent, none
ls appllcable to games treated 1n thls study.
(5) The solutlons show the lmportance of blufflng.(6) Ttre solutlons cannot be dlrectly applled to any real
game of poker.
B.
1.4.3. The Eames of Karlln and. RestnepÞc. and PrulttKar}ln and Restreppo, (ZO¡, have developed a flxed
polnt method whlch has appllcatlon to varlous models as
follows.
The first model relates to a 2-person game wlth a con-
tlnuous hand structure and k rounds of bettlng. No other
game has been noted that allows a lange number of raises and
reralses as does thls model. The second model closely
resembles the gane solved by G1111s et.aI. (see 1.4.2).
Prultt , (29¡, has used. the method developed by Kar1ln
and Restreppo, and applied 1t to a contlnuous verslon of stud
poker. Stud poken 1s a varlety of poker that 1s fundament-
ally dlfferent from draw poker , þo whlch thls thesls relates.The maJor point of dlfference between the two games arlses
because certaln cards belonglng to each player are revealed.
ln stud poker, whereas hands are completely concealed lndraw poker.
1.5, Games of direct slEnlflcance to thls thesls
The games that are now presented are of dlrect s1gn1fl-
cance to the development of the work of thls thesls.
1.5.I. Kuhnrs 2-person Eame
Kuhn, (22), has proposed a slmpllfled 2-person poker-
I1ke game whlch lntroduces the concept of behavlour para-
mete::s. Behavlour parameters descrlbe the probablllty wlth
whlch actlons are undertaken 1n any prescrlbed situatlon,
9.
and can be used to slmpl1fy the computatlon lnvolved ln
solvfng a game. (Tfrts concept 1s descrlbed and used 1n
chapter 4).
The game has a dlscrete hand strueture (onty J types
of hands are allowed) and the Ëolutlon exhlblts both bluff-lng and underblddlng. Blufflng 1s a feature whlch was
present 1n the other models descrlbed prevlously, but under-
blddlng has not occurred before. Underblddlng occurs when
a player bets the mlnlmum posslble v¡hlle holdlng a strong
hand. This manoeuvre ls used by experlenced poker players
when holdlng a strong hand, 1n order to entlce the opposlng
pl-ayer lnto naklng a large bet, whlch 1s then ralsed. Ïthas the added advantage that, the opposlng player having
been tnapped ln thls way ls later reluctant to ralse a small
bet, even when he has what ls qulte probably the wlnnlng
hand. '
I.5.2. Nash and Shapleyrs 3-person game
The 3-person game of Nash and ShapIeV, (24¡, 1s lmport-
ant to thls study beeause lt presents the concept of the
equll1br1um polnt (e.p.) Nash, (25), deflned the e.p. 1n
order to solve non-cooperatlve games wlth more than 2 play-
ers, a sltuatfon whlch von Neumann?s orlglnal theory does
not encompass. Nash and Shapleyts game 1s an extenslon of
Kuhnrs 2-person game to the l-pe:rson case although the
number of posslble hands ls reduced from 3 to 2 The
10.
sorutlon obtalned shows exactry the same features as Kuhnfs
game, 1.e. blufflng and underblddlng.
1.6. Fnledmanfs Eame
Frledman, (I2¡, vüas the flrst wrlter to eonslder a
reaIlstlc blufflng sltuatlon, whlch even though very slmpll-f1ed, had a dlrect practlcal applicatlon to certaln sltua-tlons whtch arlse ln neal poker. The g;eneral approach toobtaln these solutlons 1s based on concepts sfunllar to those
used ln thls thesls. The maln features of these games are
as follows.
Frledman flrst conslders the 2-penson game where the
pot contalns k un1ts, and player A holds a 4-flush(f card short of a flush) whlte player B holds 3 of a klnd.Player A discards 1 card and has a chance p s O.Z of making
the frush. Prayer B dlseards 2 cands but h1s chance oflmprovlng 1s small by comparlson (proUabl1lby 0.085). Itls clear to ptayer B that slnce prayer A has bought I card,
then lf he completes hls flush, h€ w111 beat..player Brs hand
unless B lmproves (hfghfy unllkefy). player A 1s flrstto bet, and he can elther decllne to bet on erse bet I unlt(tr¡e maxlmum bet allowed). obvlousry, ln thls sltuatlon,he 1s 1n a strong posltlon to bluff player B (Uy ¡ettlng 1
unlt ) .
Frledman shows that player A should b1uff, when he
mlsses hls f1ush, wlth a probablllty of D
1r+ÐF)-
11.
[obvlously A w111 always bet the maxlmum lf he completes
h1s flushl. Also player B should look at Ars potentlalbluff wlth a pr"obablllty of #. It 1s shown that wlthk=1, one thlrd of Ars bets shouLd be bluffs, and that B
should look at such possible btuffs one half of the tlme.
Frledman next cortslders the same sltuatlon except thatthls tlme player B 1s allowed to reralse I un1t, afterArs bet. Agaln the general concluslon reached ls thatone third of all ralses shourd be bruffs, whlle one half ofall potentlal bluffs should be called. Frledman conJect-
ured that thls generallsed stnategy may also apply to more
compllcated sltuatlons whtch defy analysls.
These solutlons may have a dlrect applleatlon to real.poker, and ar"e slmple to apply ln practlce.
L.7 . Numerlcal technlques
All of the above mentloned games were solved by analyt-ic methods, and none vrere solved numerlcally. By numerlcal
methods 1t ls meant that some sort of lteratlve technlque
1s used whlch can approxlmate the exaet solutlon. The
reason for conslderlng such methods 1s that they may be
lmplemented on the computer and ln thls way allow solutlons
to be obtalned whlch can not be obtalned analyttcally (tfns1s very s1m11ar to the sltuatlon encountered ln the work on
dlfferentlar equatlons, where lteratlve numerlcar methods
play an important rote).
L2.
One of the maJor tasks of thls thesls was to flnde.p.rs for certaln n-person games. However, 1n the course
of thls work 1t was found that the equatlons obtalned ürere
too complleated to be solved analytlca1ly.Only I numerf-c method sultable for use wlth thls
problem was dlseovened ln the llterature. Thls was the
method of Rosen, (31), whlch ltenated to flnd the solutlonpolnt by ealculatlng eertaln derlvatlves. Ttrl-s
method ls dlscussed (cf¡apter 4) and shown to be unsultable
fon the games consldered hene.
A survey of the llterature showed that very I1tt1ework has been carrled out 1n the area of numerlcar methods.
However, the usefulness of thls approach w111 be demonstrat-
ed later ln thls study (chapter 5) when results are obtaln-ed whlch could not be obtalned analytlcally.1.8. Computer slmu1atlon of poker
slmulatlon mlght be expected to provld.e an effectlveapproach to the solutlon of poker-rlke rgane.s. However, theonly worken whose publlcatlons develop.thls approach 1s
Flndrer. Flndrer, (ro), gave a flow-chart for a proposed
poker playlng program, and recently pubrlshed, papers (tt,;r,'is)whleh lndlcate that further work 1s currently belng carrledout 1n thls area. some attentlon has been glven 1n thlsthesls to the slmulatlon of poker as noted 1n the folrowlngsectlon.
13.
NEhI WORK PRESENTED IN THÏS IS
1.9 Poken slmulatlon
As a part of thls study a poker simr¡lator was
programmed. The poker slmutatlon 1s deseribed 1n chapter
2 and 1s related to the maln body of the thesls 1n the
followlng ways.
Flrst, even though lnltlally lt was hoped that
slmulatlon could be used to asslst ln the analysls of
poker, 1t was estab]1shed that thls was not a sultableparlrcr^Iar
nethod fon the purposes of thls\work. Secondly, certaln
analytlc results which are obtalned later may be employed
1n thls program to enable !t to play a better game of poken.
Thlrdly, the use of lnteractlve programs ln the analysls of
poker are dlscussed. Furthermore, as a byproduct of thls
work, certaln poker probabllltles, whlch mlght be of
lnterest to other workers ln thls f1eld, and to the practic-
al poker pLayer, were evaluated.
1.10. A new solutlon method for n-person games
As has been mentloned 1n sectlon L.7 ' a sultable
numericaL method for solvlng the class of ga¡nes consldered
here, could not be found 1n the llterature. As a part of
thls study a new algorlthm vtas formulated. to meet thls ,r"".i,
and. lt has been used extenslvely throughout thls thesls.
14.
1.11. Evaluatlon of a S Declal lnteEralDurlng the evaluatlon of the payoff functions for
the poker-llke games consldered here, a partlcurar multl-dlmenslonal lntegral was found to oceuf repeatedly. Thls
lntegral, ls of central lmportance to thls thesls and as 1t
has not been evaluated ersewhere lt ls evaluated here (see
Appendix A).
L.12. Formulatlon and solutlon of a new poker-llke trame
In ehapter 5 a 4-person poker-Ilke Bame ls formulat-ed and solved. It ls consldered that thls game ls a s1g-
nlflcant contrlbutlon to the results already achleved lnthls area of study, for the followlng reasons
(a) It 1s the flrst poker-Ilke game solved whlch a1lows
more than 3 players (a 4-person game 1s consldered).(b) It has the unlque property that 1t - con hø related
to a large subset of a commonly played varlety ofpoker. It ls noteworthy that the solutlons found
agree closely wlth strategles eommonly used by
experlenced players.
1.13. Appllcatlons
An appllcatlon of game theoretlc methods to a network
1s presented 1n whlch a new crlterlon of optlmallty 1s
deflned. Thls allows the network to be optlrrlzed uslng
methods developed ln thts study.
15.
Even though the slmllarlty of poker to business slüu-
atlons has been noted by Pruitt, (29), and Kar11n, (19), no
expllcl-t examples eould be found ln the llterpture. Thus,
as a sequel to thls study, a buslness operatlon, whlch ls
dlrectly related tö poker, 1s deflned ancl solved,
In ttils way 1t ls shown that the maln work of thlsthesls may be applled to other, not dlrectly related
pnoblems.
LAYOUT OF THESIS
1.14. Layout of thesls
Thls thesls has been organlzed 1n the folLowlng way.
Chapten I deflnes the pnoblem consldered, presents a
lltenature survey, and descrlbes new work carrled out.
Chapter 2 describes the computer slmulatlon of a commonly
played varlety of poker, and lts relevance to thls work.
ïn chapter 3 a mathematlcal statement of the problem of
solvlng n-person games 1s glven and then a new algorlthm,
speclflcally deslgned to solve the games treated ln thlsthesLs, ls presented.
In chapters 4 and 5, 2 13 and 4-person verslons of the
game slmulated (but unsolved) 1n chapter 2 are consldered,
and solutlons found.'
Chapter 6 presents examples of practical appllcatlons
of the work carrled out here. Chapter J summarlzes the
work done, draws concluslons, and lndlcates posslble new
16.
areas of research and app11catlon.
The subJects assoclated wlth the evaluatlon of the
lntegrals are treated ln chapters 3r4 and 5 whlle the
evaluatlon of the lntegral 1s presented ln appendlx A.
]-7.
CHAPTER 2
SIMULATION OF POKER
INTRODUCTION
2,L. Introductlon
Some work haS been done ln thls study on the slmula-
tlon of poker but, for reasons dlscussed 1n detall l-ater ln
thls chapter, the research was not completed. However,
durlng the research, results nere obtalned as follows:-( 1) pnobabltltles were deflned and calculated of
wlnnlng wlth speclflc hands, both before and after
the draw, wlth glven numbers of players
(2) values were obtalned fon eomputatlon tlmes for
lnvestlgatlng dlfferent poker strategles by slmulatlon
(3) the strengths and weaknesses of lnvestlgating poker
by lnteractlve slmulatlon were assessed by means of a
pllot study.
These results are considered to be of sufflclent
value to Justlfy a dlscussÍon of the work done on the slmu-
Iat1on. Thls dlscusslon 1s lntnoduced by presentlng
brlefly the prlnclples used 1n slmulatlng a game of poker.
2.2. Prlnclples of poker slmulatlon
The rules of the game slmulated are glven ln some
detall ln sectlon 2.5, but for general explanatory purposes
a brlef descrlptlon of the game slmulated ls as follows.
Flve cards are dealt to each of up to 7 players. Players
18.
conslder the varue of thelr hands (aef,lned by comblnatlons
of paÍrs, three of a klnd eto. as descrlbed 1ater) and may,
by paylng money to enter, take part 1n the game. Havlng
entered, a player has the optlon of neplaclng up to 4 cards
ft"om hls hand 1n onder to lmprove h1s hand. hlhen arr play:ers have .exerclsed thelr optlon a glven player (tfre player
to the left of the dealer) ûâV¡ 1f he wishes, bet an amount
on h1s hand or drop out. If he bets the next player may
nalse the bet, ot, by bettlng an equal amount stake a clalm
to |tseerr hts predecessorts hand, op drop out. llhe opportun-
1ty to exerclse these options passes from player to player
untll all players but one have dropped out or, untl1 allplayers but one, have claimed to see the hand of the remaln-
lng player. In the latter lnstance the player seen must
show h1s hand and the monles staked go to hlm unless some
other player lays down a stronger hand" In the former
lnstance the resldual prayer takes the pot wlthout showlng
hls hand. Because a player may w1n wlthout showlng hlshand there 1s the opportunlty for a player to wln by bluff-lng, that ls by g1v1ng an lmpresslon of strength sufftclentto frlghten h1s opponents out of the game.
The slmulatlon of the game may be undertaken lnphases thus:
(1) Generatlon of hands
The flrst step 1n slmulatlng a game of poker 1s toagree on a representatlon of each card by an lnteger from
L9,1 to 52, thus:
Ace of Clubs
Two of Clubs
=1-I
=2
Queen of Spades = 5I
King of Spades = 5Z
These 52 diglts are stored 1n an array and a shuffllngalgorlthm applled, whlch uses a random number generator,
and whlch guarantees that every posslble comblnatlon of
52 cards ls equally llkely. Thls algorlthm ls descrlbed
ln sectlon 2.6, This representatlon of a shuffled deck
of cards may now be used to d.ea1 each player a hand of 5
cards, and to deal ::eplacement cards.
(2) Enterlng the game
In order to declde whether to enter, the probabll-
lty of wlnnlng before the draw must be calculated. I^llth
thls knowledge 1t ls posslble to deflne probablllty values
whlch will be criterla for enterlng or dropping out. Thus,
1f at a glven stage of the game a hand that has the option
of enterlng has a probablllty of 0.80 (say) or more assocl-
ated wlth 1t, then lt could be asserted that that hand
would contlnue. The probablllties for each hand would
then be comparedr ln a s1mlIar way wlth these crlterla to
declde the fate of that partlcular hand at tlme of pIay.
20.
(3) Improvement of hand
It 1s easy to define a determ1.nlstlc algorlthm by
whlch, glven any hand, the course to follow w111 be specl-
fled. For example, 1f a hand contalns 2 palrs, then the
rules mlghb prescrlbe the dlscardlng of the non-palred card.
A determinlstlc algonithm of thfs type 1s descrlbed laterln thls chapter. Obvlous1y the element of blufflng could
be lntrod.uced lnto thls stage of the gane by speclfylng,
aecordlng to the value of a random number generated, that
a dlfferent algorlthm mlght, or mlght not be used. Thls
second algorlthm might, for example, be designed to glve
bhe lmpresslon that a poor hand was good.
( 4) aetttne
The stage of the game concerned wlth the bettlngwould be slmllar to (2) above. In the same way as ln (Z)
1t would be needed to know a probabltlty, 1n thls lnstanee
the probablllty of wlnnlng after lmprovement. Aga1n, âs
ln (2) a probablllstlc system for bettlng would be requlred..
In thls lnstance, however, more sophlstlcated bettlng ruleswould be needed, based on the probabllltles of wlnnlng afterhand lmprovement. For example lt would be needed to know
how fan bettlng should be taken on a glven hand - 1.e. how
many rounds of bettlng should be entered 1nto.
(5) Determlnatfon of the wlnner
Provlded that more than one hand is left 1n the game
2L.
at completlon of bettlng, the method of wlnner Ídentif1-ca-
tlon ls slnple. Slnce each hand ls known speclflcally, 1t
ls merely a matter of comparlng hands and selectLng the
strongest.
2.3 Results achleved by other workers
A search of the llterature revealed that Flndler,
(:i r ,lgrlOrlt).ris.the only wrlter who has considered the slmulatlon
of poker. Flndlerrs flrst paper, (10), presented a flow
dlagram of a proposed poker playlng program. The program
presented here 1s, ln broad detall, slmlIar to the program
suggested by Flndler.Ii:rdlerrs later work uses the si:nultrtion of polcer as a means of
studying d.ecislon matcing. A detailed cx¡¡;rination of thls work i-s not
includ.ed here for tlvo reasons. First, these paperÊ v'¿ere not available
at the time of vrr.iting this study, arid secondly, Findlerts resufts do
not affect the vaLidity of the d.eductlons made he¡e.
2,4 Factors lnvolved 1n settlnq uD a simulatlon
The maln actlvltles lnvolved 1n settlng up a polrer
slmulatlon are the fo}lowlng.(1) Represent each of the 5Z cards 1n the deek
by a unlque lnteger from I to 52.
(2) Develop algorlthms whlch w111 shuffle thls
deck, and calculate varlous probabilltles
assoclated wlth a hand of cards thab are
cruclal to the game of poker.
22.
(3) Prepare an algorlthm whieh w111 calculate whlch
cands to dlscand durlng the hand lmprovement
process.
(4) Now ñethods of descrlblng bettlng strategles
must be found whlch are lntelllglble to a
computer. The method used here 1s based on
the program belng abLe to evaluate pnobablllt-
les relatlng to a poker hand, then employing
algorlthms whlch calculate when and how much
to bet 1n a glven sltuatlon for a glven strength
of hand. These algorlthms glve numerlcal
procedunes whlch calculate the slze of the beü,
uslng the above mentloned crlterla, and are
based on observed patterns of play followed
by experlenced poker players, (30).
(5) Uslng (1) to (4) above lt ls a slmple matter
to construct a poker playlng program, whlch
must then be ver1f1ed.
DETAILED trMTHOD OF SIMULATION
2.5 Rules of the game
Poker l-s a game played wlth a deck of 52 cards, and
any comblnation of 5 cards eonstltutes a hand. There ls a
¡l,erarchy of hands whlch ls well known and ls glven ln table
1. The partlcular game slmulated here ls called 5 card
draw poker and is the most commonly played verslon of thegame. ft has the fo1low1ng rules.
23.
TABLE ICTASSIF'YING POKER HANDS
Poker hands may be classlfled lnto 9 dlfferenttypes as glven below ln deereaslng order of strength.
It should be noted that apart from the flush and.the
routlne, sults are lrrelevant to hand strength.
1. Stralght flush or routlne, whleh contalns 5 cards insequence, and 1n the same su1t.
2. Four of a klnd, and I odd card.
3. FulI house whlch has 3 of one klnd, and 2 of anoüher.
4. Flush, whlch has 5 cards of I su1t.
5. Stralght, whlch has any 5 cards 1n sequence.
6. Three of a k1nd, and 2 1dIe cards. (IdIe cards are oneswhlch take no part In determlnlng hand strength. )
7. Two pairs and I ldle card.
B. One palr and 3 ldIe cards
9. No palr and 5 ldle cards.
The rules for determinlng the stnonger of 2 hands
when both are of the same type are well known and may be
found ln any book on poker (see (30)).
2\.
There are n players (f s n <
consecutlvely by the lntegers I to n 1n a cloekwlse
manner (Iooklng on to the table from above). P1ayer
n-I ls called the dealer and player n the bllnd.
The dealef shuffles the deck of cands and deals 5
cards to each player. The bllnd now places a compulsory
bet of I unlt lnto the pot. Next a1I players look at thelrhands, and decide 1n turn, beglnnlng wlth player 1 and end-
1ng wlth the dealer, whether or not to play. If they wlsh
to play they must place 2 unlts ln the pot. If no player
decldes to play, the bllnd netrleves h1s I unlt bet and the
game ends, otherwlse the bllnd has 3 optlons open to him.
(1) He may drop out of the game and forfelt hÍs I unlt bet.
(2) He may elect to play on by maklng an addltlonal bet ofI unlt.
(3) He may bet a further 3 unlts (thus maklng a total of 4
unlts ) .
Thls ls called doubllng, and ln thls case each player,
1n ascendlng numenlcal orden, must elther drop out and for-felt h1s bet on else place a further bet of 2 unlts lnto the
pot. ïf, after a double, all other players dnop out, then
25.
the game ends and the bllnd wlns the pot.
Next, each player 1n turnr mêÍ discard up to 4 cards
from h1s deck and recelve an equlvalent numbêr of cards from
the dealer. tfris wlII be referred to as the hand lmpr"ove-
ment stage and completes the flrst phase of the game.
In the second phase of the game aJ-I remaÍning players
take part 1n a round of betting that determines the ultlmate
wlnner. Betting beglns with player 1 and proceeds ln a
cloc},n¡rlse manner wlth each player 1n turn havlng 3 optlons.
(1) He may drop out of the hand.
(2) He may rrlookrr, that ls make such a bet that h1s
total bet becomes equal to the greatest total bet
made by any other playen stl1l 1n the game.
(3) He may rrralserr, that ls bet sufflclent to 1ook,
and then lncrease thls by any amount from I to 5
un1ts.
Untll some player makes an 1nltlal- bet of 1 to 5 units, allplayers whottpasstt(1.e. do not bet) must drop out of the
game.
Bettlng 1s contlnued unt1l either only L player remalns
1n the game, 1n whlch case he is declared the wlnner, or else
untll, after a ralse by one of the players, there has been
no further ralse by the tlme bettlng returns to that player.
fn the second case the wlnner 1s the player showlng the best
hand.
z6'In the succeed.lng game the b1lnd becomes the new
dealer and the other players are approprlately renumbered.
2.6 Slrnulatlon of shuf flln e
Each card ls represented by a unlque lnteger from Ito 52, Inltlally, these lntegers may be stored 1n any
order 1n an array, ICARD(I)....ICARD(52¡, An algorithm
was wrltten whlch used a random nunlber generator to shufflethe d1g1ts randomly in the array ICARD. fhe algorlthm was
based on a method proposed by de Balblne, (1) and has the
property that after the shuffllng, all posslble comblnatlons
of the 52 cards are equarty 11kely. A flow dlagram of thlsalgorlthm ls glven 1n flgure I 1n the form apprled 1n thlsstudy.
This algorithm works by exchanging the first element
in the array IC.ARD( 1 ) , . . .IC¿RD( 52) with it self or withany other element on the right, with equal probability forall exchanges (tfre particular element exchanged. is d.etenmlned.
by the rand.om number: x). This process 1s repeated. wil:1, tTte
second, thind., fourth element etc" up to the second. 1ast,
element. de Balblne shows that¡ regärdless of the lnltlalord.ering, this ¡nethod. w111 yield. a rand.om permutation of
the original arcry, with all possible permutations being
equally likely. Once the d.eck is shuffled. the cards are
d.ea1t ûo ttæ players in the conventional way, one card. per
player, until each player hold.s 5 cards.
lç <- icard-1icard.l <- icard.nicard.n : k
n <- x(52-r) + r
ê random numbe
wlth 0 (x (1
r=r, , , ,52
lcardlei
=L r, , .52
START
FIGUBE 1 27
DT.]CK SHTIF'FT,TNG ATÆORTT]NI
- Set up the integers
I-52 In the arraYicard1,...1card52.Thls represents the unshuffled deck
Conslder the 1th card.
x 1s set to a random unlformlYdlstrlbuted number 1n the closedlnterval [0 ,1] .
x 1s used to calculate a random
i-nteger n where, because of themethod of calculatlon, n lies 1n
the range from i to !2, wlth equalprobabllity for a1f numbers.
For example, i=8, x=0 . 5 gives n=30
Now the ith card 1s lnterchanged wlththe nth card.Thls forms the basis of Balbinersalgorithm, as he shows that at thecompletlon of this Procedure allpossible orderÌngs of the deck are
equaffy l1ke1y.
At the completlon of the algorlthm thedeck stored 1n lcard1 r. . .lcardsz hasheen r.¡ndomlv shuffled.
STOP
28,
2.7 Imprpvement of hand.
Arr important matte:r ln a hand. of Boker is choosing
whlch card.s to replace in the tand. lmprovement qtage.
There is general agreement amongst card players eoncernlng
which card.s to d.lscard. fron any given hand., and. an account
of thls is given i-n Reece and. TVatklns, (:O¡.
thus it 1s commonly accepted. that' if a hand. cont-.
ains 2 palred. card.s, and. J non-paired. or id.Ie card.s, then
it 1s best to d.iscard. the 3 id.le cand.s. A¡r aggregation of
these accepted. norms would. make it posslble to construct a
d.eterninistlc algorithn to compute which card.s should. be
Oisearded. for any given hand.. Howeven, before using
these arbitrary Jud.gements, a Monte-Gar1o method. was
Brogrammed. to d.etermlne optimal throwaway strategles forêvery type of hand-. The roethod. used. to achÍeve thi-s was
based. on an id.ea of Flnd.lerts, (tO). The best throwaway
comblnation for a particular hand. was d.etermined. by consid.-
ering all posslble throwaway combinations, impnoving tJre
hand. rand.omly a lange number of tlmes (:2OrOOO) for each
of these, and. then choosing that thnowaway which gave the
best result. The nesults obtained. agreed. exactly wlth the
throwaway strategies ad.vocated þy ercperienced. players (:O¡.
However, the time taken to compute each case u.sing tltismethod. was approximately 2O second.s of central processor
(".p.) tlnef , and. hence a d.etermlnlstic algorithrn was trled..
All computation was calrried. out using a CDC 6¿+00 computer,and tlmee talren aBply to this machine (see (4)).
29.
this new algorlthm worked. in the foJ-lowing way.
First a hand. was cl-assified accord.ing to its type, and. then
the appropriate card"s to d.iscard. were chosen on the basis
of the results that had. been obtained using the Monte-Carlo
method.. This algorithm was faster by 2 ord.ers of magnlt-
ud.e than the Monto-Can1o method., and. it is d.escribed. in
more d.etail in the flow d.iagram given in figure 2.
2.8 Calculation of probabil-ities
The calculation of the probability of winnlng with a
certain hand., both before and aften the d.raw, 1s crucial inpoker. Find.ler, ( t O) , suggests a Monte-Carlo method .
will be qiven 1aten) " but found- to,e,tt""-¿jiu( raf[,-"1t, t¡ "]d.do¡s J. 1).t"< .v ¿,(d *+ b< o ü: i'a^¿u <9
1ve1y, Epstein, (g), d.erived the
table of probabilities given in table 2. However these
are not sufficient ln themselves, because although the
table gives the probability of obtaining any glven hand.
and. the probabillty of lnproving to any better hand. forany giver nu¡rber of card.s clrawn (aiscard.ed.), Ít d.oes not
give the corresponiLlng probabllities of winning. As a
table giving the required. probabillties could. not be
found., they rÀrere eval-uated in the followillg tJtrâ]ro
FIGURE 2
ALGORITHM TO DETERMINE WHICH CARDS
TO DISCARD DURING HAND IMPROVEMENT
30
STOP
must bel+ of a klnd ¡no card.e dis.cudeil
no cerd.Btli s cêrd etl
ful-1house
discerd. the 2cards not in-clud.etl ln 3a kinat
3ofa klnd
lqrest lrcerdls tÉa-cütleil
discerd 1 non.paired card2 paþ6
11¡ l+ fruhstralghttlls ce¡ded
discartt the 3non-paired
cardsor straightflush
no cartlatlisce¡cled
straightor flush flwh
straightstralght flushto ne,]{ediscerd I card
eS¡ pei¡edcætl,s
dlscard 1card to mslteflush
1 pair &pair<9L-fluBh
Stüt
Orlgiqalhar¡(L
One paÍr
trro pafrs
3ofakintl.
straight 0.0039
flt:sh 0.0020
full-house 0.00Ih
h of a kind O.OOO2L
strat@t 0. OOOOI¡+fh¡shroyal flush 0.
h straisþt 0.035( open)
31.
Probability of,reeeivinF inprovetl
hantl
0.160.f,j.l+0.01020.0028o.28'lo.LTz0.0780.00830.0009o.26
o.oB5
0.0610.0h30.101+0.06h0.0210.085
fuIL house
cannot be Ímprovecl
It
ll It ll
straÍgþt
straigþt
flush
stralgþt fh:sh
an¡r straight orflush
TABIE 2
Probability Ca,qcls Inprovett ha¡¡ctof recelv- tl¡avnins that ban¿|.
0,1+226 3 tryo pairs3 3of akfncl3 full hor¡ee3 hof akincl3 any J.rprorrement2 2 pairs2 3of aklntt2 fult hor¡se2 4ofakind
,, 2 an¡r inprovement
0.0l+?5
0.02Ir firl1 housel+ of a kinttany improvementfr¡LI house\ of a kinctany lmprovement
l+ straÍght( e"p)h flush
h straigþtfl-ush
0,123
0.01+3
0.000123
0.0039
0.0020
0.001h
0.0021+
0.00001¡+
. 0.00000123
o.17
0.085
0.191
0.01+3
0.319
I
222III
0
0
0
0
0
0
1
I
L
I
1
ll
il
It
ll
ll
tt
lt
il
Itil
ì
32.
Let h be some unlmproved poker hand, then f¡(fr)
is the probablllty that the hand h has of beatlng any
other random unlmproved hand. Now lf h ls some already
lmproved poker hand then define f"(n) as the probablllty
that the hand h has of beatlng any other random improved
hand. A qui-ck method of evaluatlng f*(r,) and f¡(h) f s
requlred.
F1ndIer, (10), proposed that a Monte-Carlo method
be used. Thls method was programmed but found to be slow
(with each calculatlon taklng about 5 secs. of c.p. tlme).f NsEr &ofç Feú-r=.
Findler 1n a later publication, (ll), deals with the calc-
ulation of probabilities i-n a mor'e sophisticated way. However,
since this vrork was not a.vailable at the time of lvritinE; the sim-
ulatíon described here, use of these new method.s could not be tnad.e.
This does not affect the results of thís work as the exact methocì
of calculating probabllities is not of central importance. The
approach to the calculat'lon of probabiJ-ities. adopted. in thÍs study
is a tv,lo-phase one, and. will now be d.escribed.- ---,,, t v¡¡ q¡¡J l¡qllu ¡. t - u \--. , ----ù
approximately determlned thus. First, a large number,
N(N=301000), of random hands are generated. Second, L,
the number of tlmes that the glven hand h beats the random-
ly generated hand.s ls noted, and fu(f¡) ls approxlmated.
by t/N. Even though the lmplementatlon of thls method 1s
stralghtforward, the calculation must be carrled out ln such
a way that the executlon tlme fs kept to a reasonable leveI.
Because of thls constralnt varlous compllcatlons ar1se, and
33.
the teehnieal. detalls of thls process are presented 1n
appendlx C.
The Monte-CarLo method used to evaluate fa(h)
dlffers from the method glven above only ln that the hand
h 1s tested agalnst a lange numben of randomly lmproved
hands (see appendlx C).
The lnterpolatlve phase of thls process w111 now be
des cribed .
Table 3 deflnes 9 lntervals 1n whlch any unlmproved
hand h may 11e. For each of these lntervals the table
glves hi whlch ls the lowest hand of the i-th 1ntervaI,
and hî which is the hlghest hand of this lnterval (lncIus-
lve). The correspondlng probablIltles fr(nì) and r¡(rrÎ),
as calculated by the Monte-Carlo method are also given.
Conslder, for example, the second 1nterva1. This
interval lncludes all hands that contaln exactly 1 pair.
By consldering all hands of thls type it can be seen tTrat
the lowest posslble hand. of thls type 1s 2C 2D 3C 4C 5C
whlLe the hlghest hand ls AC AS KC QC 'rC.
The probablllty of wlnnlng that any unlmproved hand
h has may be approxlmated from thls table |n the followlng
way. First lt 1s requlred to determlne the lnterval 1
to whlch thls hand belongs and correspondlng to thls lnter-
val there ls a numberlng functlon pi (see table 4) that
asslgns an lnteger pi(h) to each hand h belonglng to
the lnterval. Thls functlon pi ls chosen 1n such a
Inter-va1 No.
34.
TABLE 3
PROBA3ILITIES OF !ÍTNNING FOR ITNIMPBO\TED
HANDS CATCULATED BY A MONTÈ.CARIO [4EfHOD
bl:Low hantL of inter-vaI
rr (rr| ¡ hl:higb hana of l:1."r-
ro(nl)
o. h9\5
0.9198
0.97Ir
o.99zo
0.99\\
0.9975
o.9993
1.0000
1.0000
Note that even thougþ suÍts ôo not influence the strength of a poker
bancl, they are incluctecl in the above table for greater clarity.
1
2
3
l+
5
6
7
I9
7C
2C
3C
2C
5C
7C
2C
2C
5c
l+s
2D
3S
2S
)+o
6c
2S
2S
l+c
3D
3C
2C
2D
3S
5C
2D
2\T
3C
2D 5S
l+C ,C
2S \C¡+c 55
2C .A,S
)+C 2C
3S 3C
2D 3S
2C AC
QC
KC
KC
AD
QS
JC
AD
AD
8C
JC
qc
I(S
2C
JC
10c
KC
ÆT
JC
9o
JC
2C
3S
L0c
9c
KS
KS
10c
AC KC
AC AS
AC A,S
AC AS
AC KD
AC KC
AC AS
AC ÀS
AC KC
0.0000
1.0000
0.9993
o.9982
o.996t+
0.99¡+o
0.9?1r
o.92O'
0.5010
35..
TA3I,E \qAtvo uuærnruo rutcrrqt pr(rr)
pi(tr) for h in group Í
pi(h) = fr
pz(h) = it
ps(rr) = Gk?@ *t_,
B,.(h) = it
ps(h) = il
pe(h) = il
pz(tr) = L2(íL-z)+iz
pa(h) = it
il=numerical valueof hÍghest card
il=val-ue of pair
iI=value of higher pafri2=value of loner pair
iI=value of 3 of a kinct
iI=value of higþ carcl(the one exceptionalcase when Ace is eor¡nt-ecl as l- rather tha¡r 14oceurs when the Aceforns the first carcl ofa straight
il=value of hÍgh earcl
i1=va1ue of 3 of a kincli2=value of 2 of kind.
as for straigtrt withil=va-lue of hÍgh carcl
nothing
I pair
2 pair
3 of a kincl.
straigþt
flush
fi¡ll-book
routine
L
2
3
l+
5
6
T
I
variable tlescriptionHantl tyte
36.way that the value of ft(fr) may be approxlmated by a 11n-
ear lnterpolatlon between fr(rri) and fr(ni), see dlagram
below, where the gradlents AB and BC may dlffer sllghtly.
ru(rrl)
fu(rr)
fb (hi )
nr(nl) pr(rr) pr(r'íl
By assumlng that the gnadlents AB and BC are equal 1t
may be found that
c
B
A
f¡ (h) = fb(ht) +pr (h) - pr (r't)
p,(r.?) - p,(ni) ' [ro(r'?) - roCni)l
where fu (h) approxinates the required. probability.For example, in the lnterval
i=2, where hi = 2C 2D 3C ¿p DC
and. h? = AC ^eS KC QC ,TO
it 1s natural to choose pr (h) equal to the numerlcal
value of the pair, where ttre ace is counted. as Ilf and. itfollows that pr(ht) = 2 and pr(h?) = 14.
Hence, given some hand. h in this lntervalr sâJIr
h=6c6o7c2DKg
J'.
fo (h) is appro mated. by
pr (: ) - pr (rr1)r¡(rrt) * -p, (rt?)- pr (ttt )
#. [0. g19l-o.5oto]
. lfb (b?)-f (hi) ]
= 0.5010 +
= o.6z6j.
Note that the fail-ure of thls approximation to d.istinguish,
for example, b etween 6c 6o 7c 2D KS and. 6¡t 6s ¿c QS ffi'
is unimportant because the J non-paired. card.s in each hand'
are later to be d.1scarded., and. thus may be safely ignoned..
Winsrlng probabili ty for an alread-v improved. hand., f"(h).
The wlruring probabillty for an alreaÖy improved-
hand. f.(ft), is found. by the same lnterpolatlve rnethod. as
was used. to flnd- fo (h) except, iî this case table 5
d.efines the lntervals used..
2.9 BettinE strategies
the betting may be il-ivid.ed. into 2 phases, betting
before the d.raw, and. bettlng after the d-raw.
In betting before the draw each player d-ecides, in
tr:rn, whether to ante 2 units and p1ay, oP whether to d'rop
out of the hand.. This d.ecision is d.etermlned- by the cards
that a player hold-s, the number of players who have alread-y
anted., the number of players still to d.ecld-e, and the
state of the ganer
TVhen this progrsln was first written, a very simple
38.
TABI,E 'pnoBABILrúrns or !ÍrNNrNG FoR rMpnovgD HAI{DS
c.ql.,culAtgp gy .A l,{oNTE-cAdLo t'æTHoo
Inter-val no. hl : ro,r har¡rl of *ïí- rrf :rrigh Hand of t"l;i-fè(hi) få(hï)
t2
3
l+
5
6
7
I9
0.50r.1
o.7983
0.9097
o.97L6
0.9820
o.98l+6
o.9967
o.9997
1.0000
AC KC 8C JC 9O
AC AS KS QC JC
AC AS KC KS 2C
AC AS AD 2C 3S
AC KD 8S JC r0S
AC KC QC JC 9C
AC AS AD KC K5
AC AS AH AD KS
AC KC Qe JC 10C
0.0000
o.9999
o.9967
o.gB52
0.9820
o.9778
0.9100
o.7997
o.5222
7c
2C
3C
2C
5c
7c
2C
2C
5C
l+s
2S
3S
2S
4o
6c
¿Ð
2S
l+c
3D
3C
2C
2D
3S
5C
2D
2H
3C
2D
hs
2S
l+c
2e
¡+c
3S
2D
2e
5B
5C
l+c
5c
AS
2C
3C
3S
AC
39.
crj"terion for entering or d.roBping out was used.. However,
this Ìuas d.iscard.ed., because Later work in this thesis (see
5.5) shovuecL that there was a better approach to this prob-
Iem, and. since littl-e extra work was involved., the program
was fnodified. to operate on tlrese improved- principles.
the strategy, a,s used in the program, 1s most convenj-ently
consid.ered. in two separate parts.
(t) The minimum hand- required. to enter the ga{ne when no
other player has yet en@.
Suppose that a player hold.s hand. h, no other
player has yet entered. the garne, anÖ remalning players have
yet to d.ecid.e. Then, (u" shown in chapter 5) it is best
to enter the gane only if f¡ (ft) >
(z)
f (n) = o.o1n2 + o" 13n + o.5 (t)urfur¿ n¡ 'ts- l-l^. u.-*^\-" o{ p\a1-."3.
Minimum hand. reoulred- to enter if at least one other
player_Àas alread.y entered.
The minimum hand. nequired to enter lf at least one
other player has alread.y entered. is calcul-ated. in the
following ïray. A player should. only enter if his hand. h
is such that it is significantly better than the minlmum
hand., H, that the last player to enter is expected to have.
More specificallyr âs shown in chapt er 5, a hand. h is
good- enough if f¡ (n) >
a=f¡(U)
40.
an.l s(N) = ¿*I(t-¿). (z)5'The pnactical applicatlon of this idea is llIustrated. by
means of a simple eXample.
Consld.er a 7-player game where the players ho1d.
hand.s where probabili.ties of winnlng, fu (h), are as
given below.
Player number Nunber left to declare f"(þl1 6 0.97
2 5 0,gg
3 4 0.87
4 3 0.96
5 2 O.52
6 1 0.76
7 o 0.84
The d.ecisions mad.e by each player are summarised. and
explained. 1n table 6.
Playler n (n=7 in the example above), is called.
the lfblind'|, and. accord.ing to the rules of the game has 5options avail"able to him, to d.rop out, play on, or d.ouble.
He chooses to select his strategy in the folLowlng way (see
chapter þ).
Drop
PIay on
if
if
ifPouble
4r.
r¡gr,E 6
AI{ E)OMPLE OF TTIE BETTING AT,GORITTIM
T player ?, the t'blÍndtt, selects his strategr ln a different way,
which is tleseribetl on the previous page.
l, becomee O.92
0 beeomes 0.96
I remains at 0.96
L remains at 0.96
f, renains at 0.96
I renalns at 0.96
becar¡se
becauge
beear¡se
becauge
beear.¡se
beeause
0.97>f(6) =o.92
0.99>e( c)=e( o,92)
=O.96
0.8?<e(s)=e(0.g6)
=0.97
0.96<e(ø)=s(0.96)
=O.97
o.52<e(r )=e( 0.96)
=O,97
o.?6<s(c)=s(0.96)
=0.9?
enters
enters
d.rops
drops
d.rops
d.rops
I
2
3
l+
5
6
Í,, tbe orobability ofthe mÍninr¡n requirerlhar¡tl. heltl by last plav-er to enter
ReasonDecisÍonmade
42"
It 1s aJ-so shown in chapter 5 that following a
d.ouble it is best for the players still 1n the game to
continue playing and this strategy is used. hene.
Second. round. of bettlnE
Now the second. round of betting will þe considered..
As this part of the game has not been solved. ana1ytically
d.ue to its complexlty, the following strategy, partiallybased. on ldeas proposed. by Find-ler, (tO), and. Coff in, (6),
is used. 1n this program.
I,et på(h) be the probabillty that a Ì:and. h lrae
of winning, after the d.raw, agalnst n other players,
where pË(h) = [f"(h)]n. Suppose that the size of the
pot 1s p¡ q. is the amount required- to 1ook, and. e=1
1s some eonstant. Then the strategy followed. is:a player dnops if pâ (h) . (p*q.) <
a player looks if q-e < pâ (ft) . (p*q.) < q+e
a pì,ayer ralses by
på(h). (p+q.) q units if çr+e < på (¡r). (p+q.) 3)The strategy 1s based. ona computation of a playerrs
expectation for a given hand. (expectation equals probabil-
ity of winning x total- size of pot), which 1s then compared
with gr the amount required. to Look. As this e:cpecta'
tlon is below, approximately equal to, or above er so a
player d.rops, looks or raises. Obvior:s1y the value of e
can be ad.justed. so that a player will raise more or less
frequently.
4¡.lfrls very slmpJ-e algorltJrm d.oes not includ.e bluffing
althougþ this was includ.ed ln an earller version of the
program, but removed. because the program was too slow
(see next sectlon).
Proeramming
The implementatlon (programmfng) of the simulation
was a simple though ted.ious rnatter, and hence f\¡¡thercleta1ls will not be glven here, ft was e]cperimentally
found that each game simulation took approximately fr ""..of central processor (".p.) tlme.
DTSCUSSTON
2.10 Checking of results fro4_sellpuiLgr runs
Before the results obtalned. ïuere used., a check ïuas
carrÍed. out to confirm that the program was fl¡nctioningcorrectly. This Tiras done by simulatlng a nr¡mber of games
(about 60) and. printing out al-l the relevarrt d-etaiLs of each
game. ït was found. that the plays mad.e in each game Ìuere
consistent with the loglc r:sed. in the simulation.
2.11 Interactive poker
The program vyas set up to play poker interactively,with a human player able to take the part of one or more
of the simulated players. Communicatlon between the
players and. the machine ïras via a screen and. keyboard-
termlnal. Figure J belour illustrates the main operating
d.etaiLs of this prograrr.
FIGURE 3
ÏNTERACTIVE POKER SIMULATOR
All players stll-I 1n the game areall-owed to lmprove their hands. Thehuman players must type 1n which cardsthey wish to discard, and their re-placement cards are shown on thescreen.
44
The machine calculates the wlnner, andcomputes amounts won and lost by eachplayer. Then rne\^I game is commenced.
The, final round of bettlng takesplace, wlth aIl relevant bets dlsplay-ed on the screen. The slmulated play-erfs bets are computed by the program,wh1le the human players must key 1ntheir bets on cue from the sereen.
Players, in turn, nominate whetherthey wlsh to play, or not. Themachine 1s lnformed, vla the key-board, whleh players declde to ante,wh1le the actlons of the slmulatedplayers are descrlbed vla the screen.Doubling, if lt arlses, 1s handled inthe same vray.
Machine shuffl-es and deals the cardsto all players, where human PIaYershave their hands disPlaYed on thescreen. Speclal arrangements aremade so that each playerrs hand 1snot revealed to the other PlaYers.
START
tt5.
Because of the following practlcal difficulties
this work on interactive poker could not be caruieil to a
satisfactory conclusion (a realistic poker game involving
human players).
(t) Poker neecls to be playeiL with real money for the
results to have any practical signlflcaltce. This
wouLd. not only have been d.ifficult to arrarger but
it was felt that thls d.irection of research was
outsid.e the intend.ed- scope of the work, which
d.eals prlrnarily with method.s of find.ing optlmal
strategies for poker-like gameso
(Z) Poker ls always pJ.ayed. in sesslons ranging from
several hor:rs up to 12 hor¡rs or more. Ind.eed-,
good. players often vary thelr styLe of play perlod--
ically in ord-er to create uncertainty in the other
playersr and. this tactic is of great lmportanee 1n
the game of poker.
However, even if it ïrere posslble to overcome ob jectj-on (t),
46.
it was not possible to obtain the computer for the many
1ong, uninterrupted. sessions which would. have beên required.
in ord-er to oond.uct such an etçer1ment, as no interactive
tlme sharing system was avaj-1abLe.
Nevertheless, the results obtalned, wittr the inter-active poker simulator suggest that it wouLd. be possible
to continue work in thls area, using the interactlve poker
progran d.eveloped. here as a starting point.
2.1?_-=!¡0vçstigatlon of poker strategles þv simulatlon
It is theoretically possible to lnvestigate poker
strategies by slnulation in the following ïvay.
Flrst note that the strategy of each player in the
simulation mod.el presenteit here d-epend.s on the functions
r(n) and. g(t) (see eqs.1 and. 2), and. the arbitrarllychosen parameter e (see eq.3). Consid.er the parameter 8.
By keeplng the parameters (r(tt) , e(¿) ar,.d e) of
all players consta¡t, one player could be left free to vary
the parameter e as he chose. If a suffloiently large
number of games vuere simulated. for each d.ifferent choice of
e, he could. ileterrnine that e which gives him the þest
overall results under the given cond.itiorls.
However, thls approach has several d-isailvantages"
First, when a sinulation of this type was tnied. on a
simplifieil version of ttrls game (see chapter 4) it was
found. that a large number of games (several thousand)
\t.need.ed. to be elmulated. with any particular set of parameters
to d.etermlne the expeetation to any reasonable d-egree of
accUracy (".y to within 1% of the exact expectation which,
in thls case, could. ä1so be calculated. analyticdlly).
But since the game consid.ered. here is more complic-
ated than this, ard- since each hand. takes approxlmatelyI10
sêc. of c.B. tirne to slmulate, the tot al amount of c.po
time requlred. to cornpute each of these expectations would.
be high (several hund.red. second.s). Now, consj-der the
following ad.d.ltional factors.(i) This whol-e process would. need. to be repeated.,
in turn, fon each player.
(li) The strategi.es used. by each player are inter-
related. and. so (i) above would. need. to be
repeated until stable strategies ïr¡ere obtained.
for all players concurrently.
From the above analysls it becornes clear that this
method. wouLd. not be practicable (too much computer time
would. be required.), even if , as has þeen done here, the
poker progran was kept as slmple as possibl-e (i.u. þLuff-
ing was not introduced. and- only one variable, e, was
consid.ered. in the hypothetical experiment).
Thls failune d.oes not imply that a more sophigtic-
ated. approach to this problem might not d.rastically reduee
the computatlon time. But such work would. be eufficiently
48.
compLicated. to form a large, complete area of research,
and. 1t was d.ecid.ed. that thls Iay outsid.e the scope of thispresent vyork"
2¡ 1,Ã Conclud.inE_æearks
It was shoïrn that lnvestlgation of polter by simu-
lation is theoretically feasible, but, without furtherLreai,\¿\ .tl* *.il.*liç rLgu;UrÀ lr*,t,
d.eveloprnent, far too time consuming(u The program d.evelop-
eil hene red.uced- the c.po rurvring time by working out prob-
abillties and. hancL lmprovement in the fastest possible wB$.
Evid.ently, further progress 1n simulation must follow these
and. other lines if these method.s are to be at al-l practic-
able g Lsoo É¿^ÅL. [n,i'ù).
It became clear that the amount of work requlred. to
achieve effective progress in simulation would. be like1y to
be extensive. There was a choice of, continuing with the
research on simulation or of attacking the problem using
game theoretic methoils. After prelirninary lnvestlgation
it was reaLized. that lt wouId. be imposslble to do both,
and. thus the game theoretic approach vras chosen as itgeemed. likely to yield. useful results more quickly'
Findler,s pot<ir grolrp ls "r.""*ittl¡r vvssLing ined' out on simulationthis area, (37 ,38), and are obtaining so;ne
i¡teresting lesul-t.and. could. form a basis for further research.
Fina11y, the possibillty of using the poker eimu-
lator to play interactive poker was d.emonstrated.' A1-
though this id-ea has no d-oubt been consid.ered. before
49.
d.etalLs of e:çerimental work 1n this area have not pnevious-
ly been publlshed.. Interactlve poker ls an lmportant part
of poker sinulation slnce lt may be usecl to va]ld.ate ex-
perimentally the effectlvehèss of strategles calculated.
elther þy sinulation or by other method.e, by testlng them
und.er conclltions of actuaL play.
50.
CHAPTER 3
LOOKAHEAD (tAH) ALGORITHM
3.1 An Introducülon
It was shown ln chapter 2 th'at slmulatlon could not
be convenlently used to study the game of poker. An alten-natlve method of approaching thls problen ls to construct
mathematlcal poker models then solve these by game theoret-lc method.s. tühen thls approach was trled lt was found
that only the 2-person verslon of the partleular game form-
ulated could be solved by uslng standard methods (as found
ln the llteraturê). It becane evldent that more neal-
lsttc verslons of the game, because of thelr gneater com-
plexlty, could not be solved algebraloally, by avallablemethods, and thus numerlcal lteratlve methods were consld-
ered.
The only numerlcal method descrlbed ln the llterat-ure whlch ls relevant to thls study, [Rosen, (31)], 1s lter-atlve and requlres derlvatlves whlch cannot be obtalned forsome of the games treated here. lhus a modlfled"verslon of
Rosenrs method was suggested which does not requlne d.erlva-
tlves, but 1t was found to be slow for the Burposes of thlsresearch.
As a l"esu1t a new lteratlve method, called the
Lookahead (lnH) a}gorlthm, was formulated. Its speed of
executlon was shown to be at least 3 tlmes as fast ag
5r'
Rosents mettiûd r*hefl äþpl1ed to problems of the type that
are treated ln this etudyi
Thls chapten wlll be organlsed ln the followlng way.
A general statement of the problem w11I be glven. Next,
two numerLcal methods of solvlng games wtII be deserlbed.
The flnst of these ls Rosents method mentloned above, and
the second, the Lookahead (tAH) algorlthm, whlch ls the
maln theme of thls chapter.
3.2 Mathematlcal Statement of Problem
The games that arlse ln thls study faIl lnto the
categony of n-person non-cooperatlve games, and may be de-
flned ln the followlng vray. If, ln a game f , wlth n
players, each player acts purely ln hls own lndlvldual selflnterest, and coal-lt1ons between players are not allowed,
then I ls deflned to be a n-persorl nolt-cooperatlve game.
Conslder such a game I when the players are denoted by
the lntegens I = LrZr...n. The following deflnltlons
relatlng to thls game f w111 be used.
A strategy 1s the speclflcatlon of the courses of
actlon that a player w111 adopt 1n all glven sltuatlons
wlth whlch he can be presented. Let Sl, the strategy
space fon player' 1, be the set of aII posslble strategles
avallable to playen 1.
52'
Let crl e gt be some partlcular strategy being
used. by player i. When the n players are using
stnategies d! ,.. .cf,D Let d. = [qt ,...on ]T ba th" current
strategy vector. If S = S16l...@S¡ 1s the cartesian
¡lroiltrct of 31¡ o..9¡ then it follorvs that d. e S¡ Each
player i has a real valued. payoff functj.on fr(ø) which
assigns a unique payoff for every d€ S. Hence, ft(a),the payoff to player 1, is not only a functlon of hls own
strategy ct , but also d.epend.s on the strategies d,1 ,. . .crn
followed. by the other players.
The variable q. may be constrained. by p constraint
relatlonships of the form
e¡ (o) >
where the functions g1r...gp are real valued. functions
defined. over the set S. Fr¡rthenmore, each strateryctt €, Sr is ilefineiL to be a vector with fi1 real eompon-
ents cxt = lol ...oå,1T.
Eouilibrium points and. onti-nal strater¡ies
Nash¡ (25), introduced. the concept of the equilib-riun polnt (u.p.), whlch is commonly used. to characterlze
optimality in the general n-person non-cooperative ga¡ne.
Nashts d.efinition of optÍmal strategy ls applicable to the
games consid.ered. in thls study, and will therefore be used.,
anil is as follotva3-
53.
. Let dr t (i=1 ,.. orr) be an optlmal strategy forplayer i 1n the gane I, where cr = [otr...cn]T i" the
optimal joint strategy. Then Nash states that player imay not change his strategy crl wlthout suffering a de-
erease in his payoff functi on f r (ø) and. d.escribes thissituation as occurring at an equilibrium point (",p.).For example, if player i changes his strategy from crl
to o,r{ , the netu joint strategy 1s
q1, = loL ,az ¡. . .dto ,...on ]T,and. Nashf s d.efinltion of the ê.pr requires thatf r (a) >
It, at the end. of the game I, total gains equal
total lossee, then I is said. to be a zero sum game.
1.e. - 0 for all ct€ S.
rf = O for i=1 ¡...n and. i=1 ,...IIt1 thend
n> ft(q)
l=1
òfrã'T
Nash, (24), states that ttre joint strategy q. is an €.prS olving n-Er so n--ggg.es
For simple ganes, exact analytic solutions are
obtainable (see chapter l1). Hou¡ever, for more conplicateoga¡nes, numerlcal f terative method.s are requlred., as d.is-
cussed in the next section.
54.
L3 Rosenr s_ rLe.thod. of numerica] sol-gtion
Rosenr s method. approaches the ê.po by stepping inthe d.irection of increasing grad.ient (computed. fron the
d.erlvatives of each playerf s payoff function). In thisstud.y 1t ls not posslble to calcrrlate d.erivativeÉ and.
consequently the approximation
r, (x) ^ f (x+ax)_;--f (x-¡x), ax small2Lx
is uged.. Sinee this is the only significant change to thisalgorithm f\¡rther d.etails w111 not be given, but nay be
found. in (ry) ,
This algorlthm was able to solve the 2-person poker-
like game fornulateil. 1n chapter 4¡ þut it ïras slou¡ (see
3.9r. Since, later, [-person versions of the 2-person game
were to be treated-, speed. of execùtion v¡as eruclal-.a.lr The Lookahead. aleorlthm
The lookahead. (f,eU) algorithm was formulated. as an
alternative to Rosent s method. It is an iterative method.
that solves a game by approachlng the êopr in a series of
steps. When implernented. on the computen it was found. to be
3 tlmes faster than the nrocLif ied- version of Rosenrs method. 1
as used. here. The algonithun is based. on looking ahead. inthe sarne u¡ay that a chess player considers the replies open
to his opponent, before making his oÌÍD rnov€¡
The algorithm is first applieiL to a 2-person gane
and. shown to give âfr €.p. consistent tv:ith Nashts d.eftnltion.
55.This a-1gor1thm 1s then generalizeð. Lo the n-person case.
Finafly, two problems with lorovrrn solutions are solveil
correc tly.n.5 The LAH alsonithm i n a 2-DêFSorr oâme
Consid.er a 2-person non-cooperative game where
players 1 and. 2 control respectively the varj.abl-es qL and.
o.2, The joint strategy 1s d = føeraz]T and. the payoffs
f, (cr) and. f, (o) d.epend. f or each player both on hisstrategy and on that of his opponent. Suppose thatplayer 2 has fixed. qz and. player 1 is consid.ering a
change. in -d,1. Player t has no control over player 2.
Accord.ingly he consid.ers the effect of his opponentts
response first to a small- lncrement in dL, arrd then a
small decfement. Vfith thls knovyfed.ge he chooses the course
most likely to maximize his r:eturn. Player 2 respond.s tothe choice mad.e by player 1, in a similar way. The players
contlnue to al-ter their variables in turn until a stable
situation is reached. from whj.ch neither player is prepared
to d.eviate.
A simple numerical example will now be given toshow how this algorlthm works in practiceo Suppose in the
game d.escribed above the rules are such tllat 0 < qL <
O<o.z<
ft (c) = 5qL + 7qz 12q.Lq3
fr(a) = -ft(o).
56'
Assume that each player can only lncrement or
decrement hls varlable by t^ where A = 0.1, and hence
dl ro2 can only assume the discrete values 0i1r...
0.9, 1.0. Table 7 below glves all posslble payoffs fr(cr)
ln these clrcumstances.
TABLE 7
AN EXAMPLE OF THE LAH ALGORITHM
0.1
PLATER 2
vaLue of c2
o.2 0.3 o.¡+ 0.5 0.6 0.7 0.8 0.9 1.0
PIq¡er
1
value
of cr
0.1
0.2
0.3
0.h
0.5
o.6
0.7
0.8
0.9
1.0
1.08
1. h6
1.81+
2.22
2.60
2.98
336
3. Tl+
l+.rz
l+.50
L.66
L.g2
2. i-8
2.I+h
2.70
2.96
3.22
3.1+8
3.71+
l+.00
2.21+
2.38
2-52
2.66
2.80
2.91+
3.08
3.22
3.%
3. 50
2.82
2.8h
2.86
2. 88
2.90
2.92
2.911
2.96
2.98
3.00
3.1+0
3.30
3.20
3.10
3.00
2.90
2. B0
2.70
2.60
2.50
3.98
3.76
3.54
3.32
3.10
2.88
2.66
2.1+l+
2.22
2.00
l+.16
l+.22
3. 88
3. 5l+
3.20
2.86
2.52
2.18
1. Bl+
r-. 50
5. rh
l+.68
l+.Zz
3.76
3.30
2.81+
2.38
L.92
r. h6
1.00
5.72
5.11+
t+.56
3.98
3. ho
2.82
2.21+
r,66
1.08
'50
6.so
5,60
l+.go
\. eo
3.50
2.80
2.10
1. l+0
.70
-.00
Suppose that ln1t1ally cr=0.4 and q,2=0.3 , and
that each player ls aware of what the other ls dolng.
57.
Player 1 eonsiclers the folJ-owing J possibilities.
(r) Plaver 1 chooses a1=0.4
In this case player 2, knowing that ø1=O.4 will
attempt to maximlze his payoff fr(a) by changing dz to
O.2,0.3 or O,-4. Since player 2rs payoffs for these 3
choices are -2,llt, -2.66, and. -2.88 respectively, I u"
tr(q) - -f1 ( o) ] , he wi1] natur ally choo se d.2 =o .2 , as
this maximizes his payoff.
Hence lf pJayer 1 lets cr1=0.4, he nay ex¡reet
player 2 to chooge o.2=O.2. Thus the erc¡rected. payoff of
player 1 is 2.11)+. The algorithm ernploys only 1 d.egree of
look ahead- þecause it was e:r¡rerlmentally shorun that thls 1s
suff lcient for the algorithm to converge when d-eal1ng wlth
the class of ganes encountered. in this study.
(z) Player I choos es cl¿1=0,3
Using similar reasoning to that above player 1
calculates that if d1=0.3 r he may expect player 2 to
choose d2=O.2. Thus his elæected. payoff in this sltua-
tion 1s 2.18.
3) Player 1 choos es a1=o. !Player 1 computes h1s expected. payoff to be 2.7 in
this Gâsoe
Hence player 1 realizes that his þest strategtrr is to
choose s¿l-=O.5t as then his expected. payoff is maximized'
at 2,J.
58'
Now if is player 2r s turn to repeat this same
process. the starting point thls t ime is cr1=O¿ 5 and.
cx2=0.3. Ptayer 2 consid.ers the followlng J poesibil-j.tles.( t ) Playen 2 choos es cl2 =o. 3
In this case player 2 calculates that he may e:çect
player 1 to choose ø"L-Or6 (u" this maxlmizes player 1rs
payoff). Thus the expectect payoff for player 2 willbecome -2.94.(z\ Player 2 chooseg o.2=o.2
Now player 1 may be e:çected to choose ç¿1=O.6,
making player 2t s expected payoff -2.96.(Z) Plaver 2 chooses az=o.4
Again player 1 may be expected. to choose cN,l=Q.6,
making player 2t s expected payoff -2.92.Hence player 2r s best move 1s to choose ø2=Q.4,
as -2.92 > max[-2"94, -2.96, -2.9211. the so]-ution point
now becomes d1=0.5 and. d2=0.4.
In this way the solution point will keep moving
through the g'ame matrix until it reaches ø1=O.6 and.
cx2=0o4, from whlch point neither player is vuilling to
d.evlate, Now the grid. size A 1s d.lminiehed. by some
fraetion ø(O <
another stable polnt is reached-, The gr1d. slze is
again cLiminlshed., and. this process continues until A
becomes smaller than some pred.etermined value ê. ft
59.
will be shown in 3.6 that in certaln cases when the payoff
functions are sufficiently smooth, the flnal- point reacheil
will be conslstent with tl.e equilibrlum point of Nash.
Often problems in gane theory contain constraint
rel"atlonships, and. these are hand.led. as foLlows.
If at any tlme a varlable is altered. in such a way tTøt itno longæ satisfies the constraint relationships then itis moved. back toward.s its original value until the con-
straint relationship is again satisfied..
7.6 Eouivalence between T,ATÍ solution and. êor)r
In this section it w111 be shoïrn that for a 2
person game, where each player controls 1 varlable, and.
where the payoff functions are sufficiently snooth, there
is an equivalence between the êrp. of Nash, and- the¡solutionfound. using the I,AII algorlthm.
Consld.er the 2 person game d-efined in 3.5. Let the grid.
size A, used. 1n the IrAII algorlthm be very slnall, and.
assume that the payoff f\¡nctlons, irr the vicinity of some
point d = [øtrø2]T can be approxlrnated. by the planes
f, (ø) = ãLtrl.L + ã'zola + ârs (1)
fr(q) ! ãzrd1 + ãzzdz + ãzs Q)
which pass through the four grid- intersection points ad.jac-
ent to ø. then if f.(ø) and. fr(a) are sufficiently smooth
these approximations and their iLerivatives will converge
unffofftly to the f,r.i4ct1one f"(o) ahd
60.
f, (o) and their(see D¿C¡ Hand-scomb,correspond-lng d.erivât1veg, as
( 15)'l '
Hence ther d-erivatlves of the funotions fl(o) and.
fr(c) may be ctriosely appnoxirnated" Þy ttre d.erivatives ofthese planeer
Dif,ferentj.atlng eq.1 and. 2, and taklrìg the llnltas A-rO
òf,ãñ-ã'
A-rO
= 4ZZand.
A
ß)
In t,h1s sectlon some new notati on will be ueed..
Let
1 ,òfrãär'
S¡ (a1rø2) =òf'o;!frt=oòf';ããi.o
Thenefore from ee.J
âr r
I#Ti arr loS1 (ør ras) = (4)
O '¡ att = 0
Henee s ¡ (ar raz) 1s a constant, lnd.eperrd.ent of qL and. dB .
6t.
Suppose that the LAH a.l.gorl-thm Ís belnp¡ used on thls prob-
Iem, and 1t ls the turn of player I to move¡ The current
Jolnt strategy polnt 1s at E ln the dlagrán glven below.
Playen I must declde whether to remain where he ls at E,
or move r'lght to F, or move left to D.
(a -^, o2+A)
FC[0
I0 C t d , d
Thus he wtlI conslder the 3 sltuatlons (a), (b) and. (c)
glven be1ow.
(a) Player I remalns at E
Player I assumes that player 2 has 3 cholces, each
havlng the payoff as glven be1ow.
(1) Player 2 remains at E then hls payoff 1s
fz(ot rot) = àztdr+azzo2+azs(11) Player 2 moves to B then h1s payoff ls
f z ( clr ,c2+A) = âz ror+azz( a2+A)*azs
,
C[t
az)
G
,(t( (o,rfA,az)
H
az+a) (ot ,
D
o2+a) (o¡+4,
E
6z
(111) ÞIayen z meves to H thên hls payoff ls
fz(ol ro2-A¡ = âz rct'+^r"(o2-A)ta¿s
From thls lt can be seen that lf à22 > 0 then player 2
moves to B, 1f azz <
ând 1f ê-zz = 0 then player 2 remalns at F.
But as from eq.4
ãzz = 0 lmPlles that Sz = 0
and ãzz > 0 1mplles that Sz = Iand ãzz <
the above sltuatlon can be expressed thus.
Plaver I w111 exPect PlaYer 2 to
(1) remaln at E 1f Sz = 0
(11) move to B 1f S¿ = 1
(111) move to H 1f Sz = -I[hat 1s player 2 w111 move to s,2 + A.Sz
Player 1 moves to F
Uslng the same argument as ln (a) lt can be shown
thatplaver 2 w111
(b)
(c)
(1) remaln ab F 1f 52 = 0
(11) move to C lf 52 = I(fff) move to I 1f Sz = -]
That 1s player 2 moves to o'2 * A.S2
Player I moves to D
player 2 w1l-I
(1) remaln at D lf Sz = 0
(11) move to A 1f Sz = I(111) move to G 1f 52 = -]
61.That 1s player 2 moves to n2 + A.Sz
Hence, regardless of whether player 1 chooses ErF or
D 1t rnay be seen that player 2 w111 move from d2 toa2 + 4.S2.
Thrls, player 1 may now calculate h1s expected payoffs
1n the 3 situatlons
a) player 1 remalns aþ E(
expected payoff fr(cl ro2+4.S2) = ârrcrl+arzIe2+4.S2]*a¡3(b) player I moves to F
expected payoff fr (ar+4,o2+AS2) = arr(ol+A)+arzIa2+AS2]+ars
(c) player 1 moves to D
expected payoff fr(at-Aro'+AS2) = ar ¡(at-A)*arzIa2+^Sz]*ars.It can be seen from the above equatlons that player I
w111 maxlmise hls payoff fr (o) 1f he
remains at E lf âr r = 0
moves to F 1f ârr > 0
moves to D 1f â¡r < 0
It follows from eq. 4 tnat as 51 =
I i ârr > 0
0 i ârr = 0 then, to-1 i âtr <
maxlmlze hls return player 1 moves from ol to ol+A.S¡.
Hence, 1t has been shown that when A ls sufflclentlysmall player 1 w111 move 1n the dlrectlon of lncreaslnggradlent Sr, and w1Il only cease to move when Sr=0, that1s when the derlvatlve å# = 0.
64.
By a simlJ.ar means it can þe shol¡¡n that wtren A is
sufficiently small, player 2 will move in the d.irection of
his lncreasing grad-ient, S, and. will" only cease to noveòf.when Sz = O, that is ffi = O. thus, in t,lre case of a
2 person game, tuith each player controlling 1 varj-able,
and. the payoff fi:nctj-ons satisfying certain cond.ltions,
the solution found. using the LÆI algorithm will þe such
that the derivatives # and # equal zero at that
point. Hence this polnt will also be ârr ê.pr in the sense
of Nash.
By similar means it may be proved. that there is a
similar equivalence between the 2 solutions for the case
of an n-person game, with each player controlling arqr
finlte number of variables, provid.ed. that the payoff
functions fr (a) are sufficiently smooth. this will not
be proved. here as the proof used. is similar to the one
given above.
3 "7 Gene.rallsati-q1_-g|ls_elEorlthm þ the n-pergon case
lhe LAII algorithrn can be generalised- to the
situation d-escribed. ln 3.2, involving n players, where
player i controls rn1 varj-ables.
Suppose that the solution point is currently at
some point c[ = [c,ú1 ,...dn]T and. player i, who controls
the variabl-es ql ,...o;, must d.etermine whether or not toal-ter any of h1e variables. Player i will treat each
65.
varlable ql, . . .o,å , in the followlng vyay. First he will
consid er a! and- he wifl compute h1s expecteit payoff for
the J possibllities,
(i) oQ altered to aj+A
( ii) al alterecl to ql,-A
(i-i:.) "l remains unchanged..
He then chooses that value of al which promises him the
hlghest expected. payoff, which is calculated. in the manner
d-escri-bed. beIow.
The e:qpe cted. payoff to player i for each of the
above J possible choices of al is calculatect as follows.
l,et each o f t he other n-1 playens be consid.erecL in turn,
and. al1ow each one the option of temporarlly changing arìy
of the vaniables und.er his control by an amount lA, in
such. a ïvay that his own lndividual payoff is maximized,.
When this process has been completed. fon al-l players the
joint strategy d is changeil to some d{, ard. the
expected payoff of player i is given, for that particular
initial cholce of oL, by fr (aü).
Player i repeats this process for a1l- his other
variables qL r.. octj ,.fn thls way, starting with player 1, and. finlshing
with player n, each player is given the opportunity of
changing his variables, and thls proced.ure constitutes one
cycle of the algorlthm.
66.
These cyeles are eoi:ti-nued. untj.l- -ihe ioint strategy
d. remains unchanged. for 1 cycle. At this point the grid.
size A is made smaller by some factor r, and- the
complete process is repeated. with the neïu A. The
algorithrr stops when A becomes snaller than some pre-
d.etermined. minimum grid size e.
A flow chart of thie algorithrn is given 1n figure l¿.
7"8 Aoolications of the I.,Æi alEorithm
Three applications of the LAII algorithrn to problems
with known solutions were consld.ered. In eadr. case the
correct resul-t was obtained.. Two of these problems were
Linear programs reformulated. as games, (n) r arxl wilL not
be d.iscussed. here.
von Neumannls po_ker- Like -garne
The rules of this game have alread.y been glven in
chapter 1.
The game is solved. in the following nrâ$. this
solution w111 be given in some deta1l as the method.s used.
play an lmportant role in the ganes solved. in clr,apters l+
and 5,
It is assumed. that player '1 folLows a strategy
governed. by the function Øt(*), where Ør(*) is the
probabillty of making the largen bet, that is A units,
for a given hand. xr
von Neumann shorus that ttre n.lIes for this game lead.
to the functlon Ør(*) having the general form given below,
6'lFIOURE ¡I
FLOH DIAORIT¡I OF LAHALOORIIHÈ|
haé beon ob
Êtop: a Eolutlon
has minlmm Êtep s1z6
e been reachô¿
ô+nÁstep elze À
d@ê tho nof, €olutlon IequÀ1 the old eotutlon é
thus, each of th€ , v31ues of tT slve ¡ value of fD(g)loplaco rl by that choico f,h1ch glvos tlte higheEt fp(g)
not
¡or conalaler, ln tum, each component c|(klI))
alrs-Àaleøclee+Á
anil flB]ly replaoE dT
whlch gives the Mxlmhby thåt cholcê
for the th¡eê cholcegÊ ê d, md calculatc
Ln fùo folloYlng way.lat¡¡ (s)
Ilrg
each of the three cl¡olce. of
"?-t-atÏ -t
"l*t+¡1n the followlng way
rd conslderlet t+
of1-th varlabLe
1 - l,,..n!
conEialer the p-th plEye"D - 1,...n
C*¡Ebè latest solutlon tna¡ray Ê
lnltlallze vå¡labIesn + nunbêr of player!ü + orlglnal Jolnt Etratêt¡r vscto¡A * lnlttal 6tep slzee + nLnlnum step slzed + ratlo between EucqêEB1ve ltap slzasnpê nunb.r of variabled controll.d by plsycr p
START
rolreat alSorlt¡Drl.th tàc a[auo!
st€Ir BLzg
ye6
68.
and. this form of ttre fcnct,i-c'-l I s 'rset her-e"
^
I
0r(x)or x>b
0 a b I
The above functÍon, 0r(x), descrÍbes a strätegy
ln whlch player I bets A unlts 1f hls hand 1s elther
very good, (x>b) or very bad (x.a). The latten bet
on a low hand corresponds to the bluff. Ïf the hand x
1s such that a<x<b then player I bets B unlts.
The strategy for player 2 1s Blven by the functlon
ûr(y), where Vr(y) 1s the probablllty that player 2 looks
at a bet of A unlts by player 1, lf he (player 2) holds
hand y. Fon slmllar reasons to that glven above 1t 1s
assumed that Vr(y) ls of the form
^ür(Y)
¿
x
c0 1y
t
69.This means that p1âyer 2 on.-tJ'looks at a bet of A unitsif his hand. is reâsonably good.. Note that there is no
opportunity for player Z to bluff in this situation.ïf both players follow the above stnategies it is
possibJ-e to calcul-ate the expected payoffs to players1 and. 2 as f,unctions f"("rbrc) and. fr(arbrc) nespective-lyr and- as this i-s a zero sum game, (1.e. the losses ofone player constitute the gains of the other)
f2 ( arb rc) - -f1 ( arb, c) .
Before calculating the payoff fì¡nctions a new term
must be def1ned..
w; if rt>y
xU'¿ (*ry)¿ if x<yt
Now it is possibLe to list arr the Bossible playsr.cornputetheir probability of occurring, and. calculate the corres-pond.ing payoff to player 1 in the following ïrâJf. Consid.er
the play BB (i.u. player l bets B, and player Z bets B).The probability of player 1 beËting B is
f1'Øt(*)]' and. the conditlonar probability of player z
bettlng B 1s 1 (as player 2 is forced to bet B when
player 1 bets B).
Therefore the probability of this play is11-Ø r(*) ]vt , and the payoff to player 1 is BXt,- r (*,y)because if x)¡rr then player 1 wins B units
70'Q|''t(xry) = *1 for *ty) otherwise if 2?s hand. wins,
1. e. {)xt then player 1 1os es B units (Xa r- t (xry) - -1
for x<y). The event x=l of a d.raw has probability zero
ar:d. so d-oes not affect these calculations.In this manner the 3 different possible plays with
their pnobabillties and. thelr payoffs may be calculated.
anit are sunmarised. in table 8.
T¿BLE B ¡ SUMMâRY OF PLAYS T'CR VON 1 S GAME
B
B
A
Xr,-t(xry)2
xL '- t(xry)2
1-Ø r(x)Ør(*)11-Qr(v) lØ
'(*)úrfu)
B
A
A
B
B
A
Pl-av
rIProbabill tv Payoff to I
I
Hence fon æry given hands x and. yt dE, thee:r¡rected. payoff to player 1 is given by multiplying thepayoffs for each different pray by the probability of thatplay odc\rnring and summlng over all possible playse i.e,
dE=811'*'(x,y) .11-ø, (*) l+W, (*) L1-út(v) l*&å ,-L(x,v)ØtG)/ r(v)
The total erqpected payoff , f r(arb ,c), 1s obtained. byintegrating d.E over the range O<x<1 and. 0<y<1 , (fora slmilar calculation see pnritt, (Zg).)Thus
TT.
f1(arbrc) = lv(t-ør(")xl.- 1(x,y)
x=O y=O
+BØ¡(*) ( t-Vt(y))+¿dr.(*) úr(v)x'";-'(xry) i¿* ¿v
I I1
1
II
x=O y=O
1
+
I
I
I
ø(l -ø r(*) )tt, - t (x,y)clx dy2
+ B'Ø *(x) ( 1 -þ "$) ) ax ov
X=0 Jr=O
+ | | Mr(x)tt(v)xl,-1(x,y)dxdy.I I
'*r "4x=0 y=0
Nor by using the definitions of Ør(x) and. úrß)given earlier, 1t is posslble to expand. tTre above integrals
as follows..b
^1fr(a,b,c) = I I B^¡t,-t(xry)dx dy
X=å' l/=Q
lB l'nd.xcty + I
1
:r=b ¡r=O
dx dV
x=O ¡r=O
.à .1 .1 ^1.J l¡xLz-'(x,y)dx'd.y+
I lo*rr-'(x,'v)dxdyx=O JI=G x=b Jr=G
f.("rbrc) = BIr+Bac+B(1-b)c+ArsrArs whereThus
72.
TL.L rlX=â ü=O
rt1
xt,- " (*ry) dx dy
TL2 Xt,' " (*ry)dx dy
X=0 ¡t=C
I 1
Is= (*,y)dx dy
X=b y=g
This integral presents some dlfficulty in evalua-
tion, and. occurs again in chapters 5 and 6 1n a more com-
plicated. form. Because of this a general ïyay ïuas found.
of evaluating this type of integral, and. 1s given 1n
Append.ix A, The nesults obtalned. in append.ix A permit
f lrIz and. Is to be evaluated., and. it is found that:11 = (¡-") (a+b-1 )
-a(t.'c) i a< c
.-a(j-c)+(a-c)'; a> c(t-"¡(t-"); b <
(t-¡)(¡-"); b > c
I I
r2
rs
=[
=[
îhe constrain'u relationslrips governing th-e ya"rlabLes
ârb and. c are:
a < b, and arbrce [Ort].ïyith the above information the problem was solved. by means
of the LAII algorithm, which gave
a = O.'l r b - O.7, c = O.l+.
These results were consistent with those glven by
73.
von Neumann irr (n). By evaluating certain d-erlvatives at
the €opn it may 'be shotlr¡: that this optirnal strategy aLso
satisfies Nashr e cond.ition for ârr €.pr
3.9 Comnanison between Rosent s mod.ified- method. and. the
I,ÆI alsonlth¡n
A 2-person poker-like game 1s formulated. inctrapter l+ whlch is typical of the claes of games to be
treated. in this stud.y. This 2-person game has a knovrn
exact solutlon, given in terms of variables arbrd. and. er
The meanings of the variables are unlmportant in the
present discusslon and. are therefore not defined.. Several,
comparisons of the mod.if ied- Rosent s methoiL and. the LÆI
algorithm, as applieÖ to thls game, ulere mad.e. lable 9
given below shows the example that was most favourabl,e to
the mod.lfiecL Rosenrs method..
TABLE 9: COMPARISON BETVTEEN ROSENIS MODIFIED MEIITOD Æ{D LAII ALEORITHI{
It can be clearly seen from the above table that the
LAH'a1gorlthm, even 1n thls lnstance ln whlch lts perform-
ance v¡as least good, achieves a more accurate solutlon
30
9l+
.81056
.81056
,BL9T3
.6tz6T
.6tz6g
.6rhl+B
.6t+r77
.6t+L79
,6577o
.02980
.02980
.02803
exact sol-n.
LAII alg.
Rosen I s motllfÍed. method.
time( c.D. second.s )tTcba
7tt 'than Rosenrs modifled method ln only ! of tne tlme.
J
For thls reason the LAH algorithm ls to be preferred
for solvlng the class of games dealt wlth ln thls study.
75.
CHAPTER 4
F'ORMULATION AND SOLUTION OF A 2-PERSON POKER-LIKE GAME
4.1 Introductlon
Chapter 4 ls concerned wlth solvlng a 2-person
poker-llke game (2-PG). The more dlfflcult task of solvlng
the 3 and 4 person verslons of thls game 1s left to chapter
5. Thls work has some slgnlflcant features whlch are
mentloned below.
(a) A search of the llterature suggests that thls ls the
flrst tlme that solutlons to a poker-Ilke game have
been sufflclently rea}lstlc to predlct strategles
commonly used by experlenced players.
(b) The solutlon found to thls poker-1l,ke game 1s app11c-
able not only to the analysls of poker, but also to
certaln types of buslness sltuatlons. Furthermore a
network problem |s solved by the methods developed ln
thls stud.y to obtaln a new and lnterestlng result.
These two toplcs wlIl be d,Lscussed ln chapter 6.
Before proceedlng to deflne and solve the 2-person
poker-llke game (2-PG), the orlglnal poker game on whlch tþe
z-PG ls based w111 be dlscussed. From the nules glven ln
chapter 3 1t may be seen that thls poker game nay be conven-
lently dlvlded lnto the 2 phases glven below (famlllarlty
wlth the poker game descrlbed ln chapter 2 w1L1 be assumed
1n the remalnder of thls chapten)
76.
Phase 1 of the poker game
Phase I of the poker game extends from the deal up to the
lmprovement of handso whlch ls achleved by dlscardlng un-
wanted eards and replaclng them wlth new ones from the deck,
Phase 2 of the poker game
Phase 2 of the poker game conslsts of a round of bettlng,
after whlch the'wlnner ls determlned.
A relatlonshlp between phase I of the game and the
entlre game w111 now be establlshed.
Conslder the above poker game under the slmp11fy1ng
assumptlon that no further bettlng ls to be alLowed ln phase
2, and call thls the phase I game. Experlenced players
assume that a sound optlmal strategy for the entlre game
must be based on a sound optlmal stnategy for the phase Igame (see (30)). Thls 1s Justlfled 1n the followl-ng way.
Observatlons of games played by experlenced players
have shown that nnosl {ãc: ker hands have no s1gn1f-
lcant bettlng 1n phase 2. Thus, th these cases, the game
reduces essentlally to the phase 1 game and hence the phase
I optlmal strategy ean he used. Now eonslder what w111
happen when a player uses the phase 1 strategy
i)r -' .,,r,, ,',' '' ': where there 1s slgnlflcant bettlng ln
phase 2.
Books on the subJect (8130), lndlcate that ln thls
case the strategy followed 1-n phase I ls overshadowed by
77.the strategy foltowed ln phase 2, That 1s the elements of
blufflng and poker psychology are paramount, and, to a large
extent, the exact strategy followed ln phase I loses 1ts
lmportance. The use of the phase 1 optilnal strategy there-
fore, canrles wlth 1t no slgnlflcant penalty when applled to
Iks cors¿ n -, ',, '! For thls
reason the phase 1 optlmal strategy ca-rrr, be used ln the
entlre game (whlch conslsts of phase t followed by phase 2),
otherwlse losses w1ll be sustalned 1n the
lnstances mentloned above, where there 1s no slgnlflcant
bettlng 1n phase 2.
The complexlty of the game 1s such that 1ts entlre
solutlon was consldered lnfeas1ble, partly because of the
dlfflculty of descrlblng the payoff functlons mathematlcally,
and partly because of the dlfflculty of flndlng an e.p.
Therefore, the phase I game only 1s solved 1n thls
study, and thls solutlon is then used. to formulate a strategy
for the entlre game ln aceord wlth the assumptlon made
earller,Presentatlon of materlal
In thls chapten a 2-person verslon of the phase Igame w111 be deflned and solved by means of the LAH algorlthm
(see chapter 3).
The 2-PG ls based on the game descrlbed 1n chapten
2 Sectlon 5 (of whlch the relevant parts, for convenlence,
78'
are repeated here 1n shortened form), but has slgnlflcantdetalled dlffer"ences âs follotus.
The game 1s played by two persons called player Iand player 2. Both players recelve a hand of cards, where
the hands are respectlvely represented by random numbers
x and V¡ that are unlformly dlstrlbuted over the closed
lnterval [0rI] (see 4.5). The play befone hand lmprove-
ment ls summarlzed 1n the flow dlagram glven 1n flgure 5,
The hand lmprovement 1n thls game ls based on certaln
slmpllfylng assumptlons whlch are made by expert players ln
order to analyze the hand lmpnovement process (B),
and are glven below.
a) The flrst assumptlon 1s that each player 1nlt1aIIy(
holds exaetly I palr
The Justlflcatlon for thls assmptlon ls that players
seldomr lf ever, play on less than I palrr(30). It may be
established from table 2 ln chapter 2, that lf hands weaker
than I palr are ignored, then 7 out of B hands are I palr.
Thus assumptlon (a) correctly represents real poker 87/'ofthe tlme. But slnce the probablllty of lmprovlng a palr
ls 0.287 (see table 2, chapter 2), 1f (a) above ls assumed,
1t follows that the probablllty of lmprovlng any hand 1s a
game constant equal to 0.287. AIso, slnce from (a) aþove
all hands are lnit1ally pAlrs, lt follows that lf one hand
lmproves whlle the. other does not, then the lmproved hand
must wln.
FIGURE 5
FLOII AGRAM OF 2-PG
79
player 2 bet"s 2
PlqYer Ia,nte 2 r:nits
cr¡nulative bets ofplayer 2=2
player I bete 2cr:mul-ative bets of pleyer_l
-¿
player 2 bets l+
pra.yer 2 antes a--- :ffr#l}"rlit"further 2 r¡nits2
retrieves Idrops out of the ga.me
pfs¡¡er 2pleye on
after simul-atecl hancllnprovenent ninneris cleternined
(:. . e. cloubles\l
plelfer I 1 bets 2plsys on a¡al player t\ cunulative bets
antes 2 units clrops out of PlaYer 1=l+
player 2
antes 2 r¡nlts
Bleyer Ihas 2 choíces
Pla,fer, ?
retrleveF hls ante &
gamç encls
player 2
has 3 choices
wins
Df8^yer Ihas 2 choÍces
v].na
80.
(b) The second assumptlon Ls that If 2 hands lmprove then
the hleher orlglnaL hand w1ll wln
Fnom (a) above the probablllty that 2 hands lmprove
ls (O.aB7)2 n: 0.08. Slnce, lt 1s tnue that 1n thls case
the hlgher orlglnal hand wltl wln at least half the tlme,
lt follows that the probablllty that assumptlon ( b) 1s
lncorrect (f.e. the lower orlginal hand wlns), ls less than
ä(0.287)2 = O.O4 (\%). As a consequence of thls 1t follows
that ( b) 1s coryect ln better than 96% of cases.
The probablllty of all the above assumptlons belng
correct concurrently (obtalned by nultlplylng condltlonalprobabllltles) ts 0.87 x 0.96 = 0.84 (8\/"). That 1s the
assumptlons break down ln ßf" of lnstances.
Hence, lt would be reasonable to follow a strategy
based on these assumptlons provlded that heavy losses are
not sustalned ln the L6% of lnstances where at least one ofthese assumptlons was wrong. But lt has al-ready been men-
tloned that ln at least 85% of all hands there 1s no s1gn1f:
lcant bettlng 1n phase 2, and ln thls case no more can be
lost on the 16% of occaslons when the assumptlons do not
hold, than ln the B4f' of lnstances when they do. Further-
more, the probablllty of assumptlons (a) and (¡) belng wrong,
and there belng slgniflcant bettlng ln phase 2 1s
less than .16 x 0.15 = 0.024, and as noted 1n 4.1, the aet-
ual strategy and assumptlons used ln phase I 1n thls lpstance
are unlmportant 1n any ease.
8r.As a consequence of th1s, the experlenced player
flnds lt reasonable to use the slmpl1fylng assumptlons (a)
and (b) (see (30)) whlch are cor.rect ln 84/" of cases, slnce
he knows that ln the L6% of lnstances where he 1s wrong, hê
w111 not sustaln any heavy losses as a result of belng
lncorrect.
Mathematl cal deflnltlon of aonroxlmate hand lmprovement
In accord,ance wlth assumptlons (a) and (b)
made earl1er, the mathematlcal deflnltlon of hand lmprove-
ment 1s made 1n the followlng way.
Deflne the game constant g¡ where q = 0'287'
Then Tq ls a random transformatlon defined as
Tn(z)z
2tz
: wlth probablllty l-q
: wlth probabllltY q(r)
1s replaced by
Player I wlns the game
At the end of the 2-PG, ,c
X=Tn(x) and. y by t=fn(V).lf X>Y andptayer2 if Y>X.U.2 StrateEles of players
The strategles of the 2 players are descrlbed by
the functlons 0r(x), 0z(x), Vr(y) an¿ Úz(y). The mean-
lngs asslgned. to these functlons are dlsplayed 1n graphlcal
form ln flgure 6 below.
{¡ops wlthprobab11ltyI - 0r(x)
game ends
plays wlthprobablllty
ûr(Y)
PLAYER 1
drops for halfwl.th probablllty
I - ,l,r (y) - tz (v)
FIGUFE 6
STRATEGIES FOR THE 2-PG
anbes wlthprobabll-1ty
0r(x)
PLAYER 2
82
doubles wlthprobablllty
úz(Y)
PLAYER 1
plays wlthprobablllty
0z(x)
dnops wlthprobablllty1 - 0¿(x)
hands arecomparedto determlnethe wlnner
endspla¡rer 2
wlns
83.
Flgure 7 glves the form of the strategy funetions
and 1s to be lnterpreted ln the fo]lowlng way. Consider'
for example, the functlon 0¡(x). Thls means that player I
only ever makes an ante lf hls hand x ls less than
(a bluff ), or greater than b. He wll'I never play on a
hand between a and b.
observatlon of experlenced players as recorded ln
(30), an¿ solutlons to other poker-llke games , (27), suggest
that (1n addltlon to the matters noted above) tne strategy
functlons have the followlng propertles:-
(1)Playerl].ooksatadoubleonlylfhlshandxlssuchthat x> c.
(11) P1ayer 2 always plays on 1f h1s hand 1s better than
d.Hedoublesonhandsbetterthane,orlessthanf (tfre latter bet belng a bluff). Otherwise he drops
out.
Theformofthefunetlonschosenlmpllesthatp}ay-ers never follow a varlable strategy, 1.ê. one ln whlch the
probabllitles of certaln actlons Ile between 0 and I.
Thls 1s substantlat,ed ln practlce, and ls explalned by
Bellman and Blackwell (2), ln the followlng way.
84.
1
0r(x)
0
0z(x)
0
I
ûr(v)
o
üz(v)
I
FIGURE 7
2-PG STRATEGY FTINCTÏONS
PLAYER I: has a hantl x
a
I
PTAYER II: has a har¡d y
cl e
probablJ.ity of pl4rer I naking an
ante for a girren ha.ncl x, where
L 0 < a s l, 0 3 b < I ancl a I b.
probabiliff of ptayer 1 looking
at a d.ouble for a given hantl xvhere 0lcl1.
probabitity of p1ryer 2 PlaYinga given ha¡rcl Ír where 0 < d < I'0<e51 entl cl 3e.
probabil-Íty of plaYer 2 doubl'fng
for a glven hantl y¡ where
0 < f < 1, 0 I e I I antÌ f r d.
c
I
II
I0f e
85.rrln a contlnuous game, one alIows the game, whlch furnlsheS
a randorn card, to do the blufflng. It turns out that 1f
the cards are dealt at random, any further randomizatlon
furnlshed by ml-xed strategies on the part of the players
ls superfluous.rl
Thus, thls approach uses a very broad general
observatlon, made by experlenced playersr based on sound
practlcal assumptlons, to flnd a solutlon ln much flner
detall. The results flnally obtalned show that thls
appnoach ylelds satisfactory results.
4.3 Evaluâtlon of oavoff functlons and solutlon
The payoff functlons for the 2-PG are evaluated ln
the same way as the payoff functlons for von Neumannrs game.
Flrst deflne the functlon
*ä;*(x,y) = the expected wlnnlngs of player I (2)
holdlng hand x, comPetlng 1n the
z-PG agalnst player 2 holdlng hand
y t where plaYer I elthen stands to
galn w units lf ln(x) > Tq(y) or
L unlts lf Tn(x¡ < ln(V),
ána, as 1n chapter 3, deflne
*:" ( *,v);x>y; x <yI
then from eqs. 1 and 2 tt follows that
(3)
x''l(*ry) = [q2 L
prob. that both PlaYens imProve
+ prob. that nelthen player improves
86.
l[ïï iN(4)
+
+
prob" that player 1 imProves whileplayer 2 does not
P1ob. that PlaYer 2 imProves whileplayer 1 d.oes not
o'W
.¿
Now, slnce from êQ. Iprob. that a player improves = q. (5-
ancl hence
prob. that a player fails to improve = 1-q ('6)
it follows that by using eqs. 3, ! and 6 , €8' 4 may be
written
xn,2 (*,v) : Iq.' + (r-q)'JxT'¿ (*,Y)q23
+ q.( 1-q.) vr
+ (t-q-)q.¿.
Hencer oñ simplifying
*i;t (*,v) = [q'+( 1-q)" l*i" (*,v)+(w+l ) q-(q-q) (7)
Now it is posslble to proceed. as in chaptet 3.
Table 1O befow gives the foLlowing information.
(t) All posslble outcomes which may occur in the gamei
(¡) The probability of any particular outcome occunring for
87
TABI,,E IO
SUMMARY OF PtAY FOR THE z-PG
Prob 11lt o aGame outcome rou c
(the superscrÍpts belor re-fer to the Prqrer naklng apartlcr:.lar nove)
play1.Dropz Øt(*) .lt-þt(y)-Ún(v) l
P1ay1.Playz Ør(*) þr&)Playl.DouþIea "Dropl Ør(*) Ú"fu) . Íj4r(*) l
P1ayl.Doulclez.Play1 Ø r,(*) Ùr y) Ø r(x)
+1
*3;-' (x,Y)
-2
xL '- t (*rY)q2
88.
a glven set of hand.s x and. fr (flrese probabillties
rnay be eas11y fou¡ril by referring to the mles of the
game anil the frrnction d.efinitions glven in flgure 7).
(") The payoff occurring to player 1 for a partlcular game
outcome (as d.efined. by the nrles).
Now, aS in chapter 3, Pt, the total expectecl payoff
to player I, is given þY
.1 .1P1 = t Ilø,(*)t1-t,k)-ú,(v)] (B)
JJx=O Y=Q
+ Ø t(x) þ t(v)x', - z (x,v)
-2Øt(x)ú, (y) l14r(*) l
+Ø "(x)
ú zG)ø, ( *)xl L-
r (x,r) l¿*¿v
As this is a zeto sum game , Pz, the expectecl payoff of
player 2 is -Pr.Hence Pz = -Pr. (9)
In orcl-er to evaluate eQ. B d.efine
Ø"(x) = Øtk)ør(*) (10)
aniL
Ør(*) =Øt(*)[r -øz(*)1. (tr¡
Consld.er the functi-on ø"(x) glven by eq. 10 aþove.
Figure 7 d.efines ttre functlons Ør(*) and. Ø"(*) in terms
of varlables ãrþ arrd. c, where a ( b.
Then 1t is simple, though ted.1ous, to shou' that the
function Ø"(x) has the form
89.
A
v
wfiere
and
g a
1
1
xh I
g = mln(arc)
h = max(brc)
(t2)( 13)
By s1mllar means lt can be shown that 0,'(x) fias
the form
^t
0r(x)
where g and h are as deftned by eqg. 12 and L3.
Thls nesult may be stated algebralcally as
oror
oror
gI
Ø"(x)=[î;3:i:å
ØoG) = [î ; å: i::
a(x(hh<x<1
h<b<
and.
90.
Now eq, B nay be wrltten
I1
ÎtL¿L
X=O y=O
^1
I Ø,G) 11-ü,k)-t"(v) J¿*¿v
Ø r(*)þt(v)xi ,'2 (x,v)dxdv
1
Ø, (x) ú"fu) ctxcty
Ø" (x) úrk)xf,'-a (x,v)dxdv
XÀ , -. (*ry) d-xcly + *t";'o (*,Y)d'xdY
1 1
+
x=O y=O
-, 1 Iic=o y=O
I 1
I I
+
x=O y=Q
and. by using the d-efinitlons of the ftrnctions
Ør(x), Øz(x), øt(x), Ø+(x), Ütk), Ù"fu), '
and e:cpanùing the 1ntegra1, arrct evaluatlng some of the
component suþ-integrals, it can be shown that
P1 =(r*1-b)(¿-r)¡ã ¡€ el r'e
+ f [-x',-'(xry)dxdY- I I t2t-'(xrY)ttxdYJ I
' \^t.v¡lruÃs')' ' I I ^o,x=O Í=d x=b y=d.
H](=$ }r=€ x=h y=ê
I I
+ rII
a
1
It *',-¿ (x,y)axay . I f .'"'-¿ (x,v)dxdv (ro )+
x=g $-O X=h Y= Q
9r.
where
and.
Now d.efine
g - mrn(arc)
h = râx(1, c) .
XQ,ä, '(;b342
" *i;t(*,Y)d'xclY
anct uslng ê8. 7
)(=at Y=àZ
J(=41 Y=àZ
xq''(^: å:) = f' f"ø*')q(r-q)d*dv
2I q.'+ ( t -q.)' l*\" (*,v) clxov+
)(=al Y=ãZ
Xä b2d2
X=â1 y=dz
where it has þeen shown in append.ix A that
and. as in chapter , d.efine
with
f' f" *:"(*,v)ctxdv
.. Þ r*üI + w(¡"-u) (-/ \2
,¿ (b,\*" )
( rz)
( ra)
. ,ba+vI - w(r,-v) (-/ \2
ã2
?2
ãp)
( rg)
and.
[ = flâx( a1 ,nin(b' a, ) )
d2
92.
v = tllâx( a, ,nln(b1 ,þP ) ) .
Hence by cornbinlng eqs. ]-7, L8 and L9
xQä ' t G: k) = q-( r -q-) (w+r ) (b,-', ) (t,-a, )+
lq'+(1-d'lxy'¿ lbt\.' &2
't
( zo)b2
Now eq..16 may be written
P1 = (a+1-b) (¿-r) 2(g+h-t) (t-e+r)
+ xQã ,-"(l
(2r)
* XQf'*z
ag
f\a)
+ (ve'|' 1
e) . **'-'(l 1)
+ xQå,-.(Ë å) . xQå,-.(l 3)
where g = mln(arc)' h - max(trc)
and. xQË,'Gl k) rnay be found fron eq. 20 .
Before tTre problen may be solveil by the LÆÏ
algonlth, the constralntg on the variables ãtþtcrd.re and.
f must þe speclfled.. Consld.er tfre d.eflnitions of Ør(*),
Ør(*), út$), úrG) as glven ln flgura 7. It rnay be
notecl from tþis that the following constralnts hold.t
a(bd<e
and. ârbrcrdrerf all lle in the closed. interval [0rt].Qz)
93.
uslng ttre aþove clata Ít 1s now poeslble to eolve
the z-Fle using the T.,AÌI algorithn, for differlng values of
Qr rn each case the startlnS point of the lteratlon is
zero, ffid the nlnlmum step slze ls 10-6. A liet of the
€,p,rs obtained- is glven in table 11 þe1cw.
x'ron the definitions of the strategy functlons
(see flgures 6 ard 7) it may be seen that¡
( t ) c is the mlnimum hand. requireil by player 1 to
play on (foo]r) after a d.ouþle by playen 2i
(Z) player 1 never plays on a hand þetween a anÖ b'
Thus, from (t) an¿ (Z) aÞove, lt follows that the
exact value of c 1s arbitrary if a < c < þ, even ttrough
in the solutions given above c=b¡
h.¿r tic s t ion of ttre qâme
L.¿r.1 Initial assumptlons
The method of solving the game analytically is a
2 stage process, fn the first stage, to be given in this
sectlon, certain aSzumptionS a?e mad.e, and. conseq.uentl'y a
solution is oþtained. The second. stage of thls proceetst
given in l1.l¡.2, valid.ates these lnitial assumptloIIS¡
sectlon 4.ft.J will then show that the z-Pe could. not be
solved. ana1yt1ca1ly if an approximate numerical solutlon
was not already known.
In the previous section 1t has been shown that the
solution to this game, when g = 0.287 le:
94.
TABIE 1I
SOLUTION THE 2-
0.17?8
0.181+2
0,189?
o.1gb0
0.2000
0.0000
0.0000
0.0000
0.0000
0.0000
o.æ6'l
0.81+38
0.8236
o.8to6
0.8000
o.6667
O.6l+2,
o.62ht
o.6l;2'l
0.6000
0.7333
0.?035
0.6?08
o.6ht8
0.610?
0.?333
o.?035
o.6T08
0.6|tr8
o.6to?
0.0889
0.0?r9
0.0502
0.0298
o.oo?6
0.0
0.1
o.2
0.28?
o.l+
pqroffto
plryert
îedlcbaq
95.
â.=.o2g8r 'þ=.61+18r c=.6418, ô= '6127r €='8'106'
f = o.oooo (z¡)
Suppoee that, rnotlvated by the above aBproxlnate numerlcal
eolutlon, tlre following lneguallty relatlonshlps are
assuned. to hoLd between the varlableS at the exact êrpo
â(dr a<e' d<b<e (24)
The correctness of thls assunptlon will be sholflr
ln 4.1+.2.
Now fron eq.24 it nay be establlshed that
a = max(ormin(ard))
b = &âx(t rrnfn( 1 ,d) )
¿ = nax(arrnln(are))
. ê = nax(arnin(1re))
e = nax(b rmln( 1 r e) )
a = max(armln(arO))
b = ßâx(trmin(1ro))
and by usLng êQsr lg r?O r?l and25, after some lengtl¡y
algebra lt nay be shown that Pt reduces to
Pr. = (¿-r) ( t+a-t)-za( t+r-e)
+zQ[ ( e-d) ( t-e-a)+(e-t) (b-ð+ze- 2) +2f (1 -b) J
where Q=q2+(t-q)'and thus fron eq.9
Pz = -(¿-r) ( 1+a-t)+za(1+f-e)
-?e[ (e-d) ( 1-e-a)+ (e-t) (b-d+2e- 2) +21 (1 -b) I
( z¡)
þø)
Qtl
(za )
96.
It has been ex¡llalned earller ln thls chapter that
lf a < c { b then the exact value of c ls lrrelevant to
the payoff obtplnecl. This |s conflrmed. by the fact that
o d.oes not appear ln egs. ?6 and 28.
It is now posslble to soLve this game ana1ytlcaL1y
tn the followlng weJrr Flrst it is aggumed' that
f = o bg).
The cönrectnees aflt conslstenoy of thls aesnmptlon wllI be
shown ln t¡.1¡.2.
Thus, puttlng f=O lnto êÇe. 26 and' 28, gives
P1 = d(1+a-b) ea(1-e)
+ 2At(e-ô) ( t-e-a)+(e-u) (n-¿+ze-e) I ( ¡o) \
Pz = -0(1+a-b) +2a(1-e)
-2e[(e-tl) (t-e-a)+(e-b) (u-¿+ee-z) I (lr¡
Evaluate the followlng partial d.erivatives
uslng €eci. 3O and l1
#f = d-2(r-e)-ze(e-d)
# = -d.+2e(-2þ+n-e+2)
F = -i-a+þ-2Q(a+þ-1)
P = -2a-2e(2e-a-b-1)
and. solving the equatlons
97.
. òP. òP"
--a---^ãã_=" t òb
Ès=., - ?P'=oãF=" ' òe
using Gausslan ellmlnation (aesumir¡g that q. is stloh tfrat
d.iv1s1on by zero iloes not occur) it ls found. thatVão-u4--C1
, b=
z-ct 1z-zø): 1+2Q
where
e= ú + (t-e)z
^ - 2( 1-l+a)v1 1+2e,
Q2=-4Q- z( za-t\2Q+1
ca=4Q- c12
Cr Ct-Cz4q
d ,O=C7
c4 = 2-2q #i+C. -Cøcõ = -â.- - Zq
c"=Ln-Z-i t*#]c7 = îæ4J
and. f or q = .287 tt can be shown that
98'
a=O.O298 b=0'.6418
d.=0.6127 e=O.8106.'glr¡cer âs explalnect ear]1er, the exact value of c ls
lnmaterlal 1f a<c(brLet c=b-0.6418.
. .Llso, by eq.292 f=or thus the complete solution ls
a-O.O298 þ=0.6418 c=0'64t8
c[ = 0.6127 ê = 0.8106 f = o.o0oo
a¡.ril tllls 1s the same as the nr¡¡nerical solution given in
table 11 for Q = 0.287. The nu¡1erical solutions glven
in table 11 fon other values of q may be checked- ln the
SAme Wâ}rr
lr.lr.2 ShcnrlnÊ that the solution found, 1s an e'p
In thls seotion the assumptions mad,e ln eqs.24 an(l
29 rrl11 be val1d.ated., a¡d then the solution w111 be shown
to eatlefy Nashr s crLterj.on.
tr'irst-, eq.'24 follows from eq.32'
It w111 now be shorm that eq.zg (f=O) satlsfies
the Nash conclltlon a¡rd. is thereforê correGtr
First d.lfferentiating eq.?$ partlally ÌYith respect
to 1,
(32)
-?3i.òf = -O.41 < O (33)€.0 OfeQrSã
Flq,33 shows that the assumption .that f=O ls correct, fon
the follorving reason. From eq,.33 player 2 can onLy in-
crease hle payoff Pp by maklng f snaller (if the other
99,
varlables renaln coneteltt) .u 'F ( O. But eince f=O
anÖ f is constralned. to O < f < 1r player 2 ls forced.
to leave f at o, and. hence e4.29 is Justified; The
remaining derlvatlves satlsfy the Nash conèitlons, since
they are zarot
Thus tJre ê.pr found. analytically satisfles the
cond.itlons for a Naeh srPo
L.L.3 The deoend.ence of ttre ana ie solution on the
aPDroxlnate solutLPlg
The above mettroct of analytlc solution le based.
upon certaln agsuriptions (laten proyed. correct) mad'e ln
eqs.Zh and, 29. Ho'yever, it can þe shown that there can
be approxlmately 2a different posslþle lnltlal assump-
tlons. As the algebra requlred. to solve each ind-lvldual
case is lengthy it would be clearly impractlcal to attempt
to solve this problem analytically unless the number of
such posslble cases was flrst reilucecl to manageable propor-
tlons. one way of achleving this 1s to have an approxi-
mate numerical solutlon initially.Allthesolutlonsgivenintaþ]e11haveþeen
checked analytically in the manner d.escriþed. ln thls
s€Ct1on¡
100 -
h.5- Valiilatlon of hand. lnprovenent slmulatlon
In this section lt w111 be shown that the approxl-
nate É1mu1ati orÍ of harid. lnproVenerlt in tJre 2-PG is, for
the purposes of this stucl¡r, ind.istlnguishable fron real
hanil improvement.
Define the z-Pg{ to be a game, ld.entical to the
z-PG 1n every respect, exCept that exact hanit improvernent
(as w111 be ctefineiL below), rather than approxirnate hand'
lmprovement, w111 þe used., and. thUs the 2-PGS is equiva-
lent to phase I of real poker. Í'his section will show
that strategies optimal for the 2-PG are also optÍmal for
the z-Pe¡+.
The functlon f¡(h) was d.eflnect in chapter 2,
a¡rd. d.eterrnines the winning probability , x = fb (h) t assoc-
iated. vfith ar¡y poker hanit h. Define fir(x) to be the
inverse of the ftrnction f¡(h), where h = f;t(x) d-eter-
mines the poker hancl h associated. v¡ith any given wlrrning
probablllty x. Consequently, h = fËt(*) relates arLy
given xr O < x < 1, to some poker hancl h'
Suppose a player holcts hand' x 1n the z-PClÜ 'Ihen hand lmprovement ln the z-PG{ 1s d.eflned. 1n the foIl-
owing wâ)re Flrst calculate hr - f6t(*). Next improve
hx by cllscard.ing the appropriate nrrmber of carcls (see
chapten 2) ancL replacing them wit¡ new card.s (ta¡ing lnto
account card.s alread.y held) to give an inproved' ha¡rcL hl '
r01.
Now it w1.11 be d.emons.trated. that .the payoff
functlons for the z-PW are ind.istingUlshable from the
corresponcLing payoff functi ons for the z-Pe'
Proceed.lng as ln the 2-PG, d'eflne
xi;¿*(*rv) = the expected. winnings of player '1 holctlng
hand. xr conpeting against player 2 holùing
hand.yin2-PG*wherebothplayersimprovetheir tranils in the manner d.escribed- above, and'
player 1 stand-s to elther gain vv units or I'
units ilepending on whether he hold's the
winning ha¡rd or not, (:4 )
and.e*aå,rG v rl
q2( *, y) dxdyx (ts)
It follows from eq..34 arLd 35 that a monte carlo nethod' nay
be employed- to d-efine xqg'zt in the follor'¡1ng way'
V=c
= the expected. winni-ngs of player 1 over a
perlod. of many games of ttre z-Pet where he
stancls to either galn liv unlts, or l'
unlts d.urin¡g any partlcular game (d'epencting
on whether he wins or loseg t'Tre hand), and'
where xr the hand of player 1, 1s sLlch
that a<x(b, arÉ. Yt tTFhand'of
player 2 is such that c < Y ( d' (re)
xeä'¿* /þ
(" )d.c
102.
hypothesls to better than the Y. confld.ence levef.
Now by using eq.36 1t nay be seen that it ls possible to
estlnate xgy'te by sinulating the results of a large
number of games played. uncLer these particular cond'ltlonS¡
Thus xqy'ct may be calculated' to an arþltrary
d.egree of accì,rracy, which is iteterrninect by the nunþer of
games simulated. (max). A Fortra¡r program was wrltten to
do this, and. the resuLts are glven in table 12 below.
Max was J-imltecL to approximately IOrOOO for
reasons of ocofroftfr
It may be seen from the above results tbat¡
(r) Lines (ß) (15) in taþ1e 12 show that when the exact
value of xQä '' {t ls known to þe zero, the approxlnate
value of Xqg'zf approaches the correct value for
increasing values of 94.(t) The expected. orcler of j-naccuracy whlch appears to be
associated' wit'tr the xq|'¿Ç approximatlon fon
max = IO'OOO is approximately O.OO5 (see table 12,
lines 2 anit 6). Furthermore 1t rnay be noted. that
the rnaxinum iLiff erences associated- with XQä'l atñ'
the Xeä,¿t approxlmatlon are of the same order.
If it is h¡rpothesised- that the function Xq¿'r'*
1s a normally clistributed- approxirnation to XQä'1, which
þeco¡nes more accurate As max is increased', then a stand'arcl
statistlcal test (t-test) shows that the d.ata supports thist
t"o* the values consid.erecl t = -O .3g5 where t6(Y') = 2,,45'
103.
TABLE L2
SIMULATION OF z-PG PAYOF'F FUNCTIONS
0.000
0.000
0.000
0.000
0.000
0.815
0.00h
-0.016
0.069
0.068
0.006
o.702
0.039
0.002
-0.023
0.100
0.001
0.006
0.003
0.002
o.8ro
0.000
-0.0L1+
0.071
0.071
0.000
0. T03
0.0U+
0.001
-o.026
0.100
0.002
0.000
0.000
0.000
10,oo0
10,000
10,o0o
10,000
10,000
10,000
I0,000
10,000
10,000
10,000
10,000
10,000
10,000
l+o rooo
8o,ooo
1.0
1.0
o.g
0.8
0.8
1.0
o.7
0.8
0.6
0.9
0.7
1.0
I.0
L.0
1.0
0.1
0.8
0.5
0.5
0.5
o.5
o,2
0.3
0.3
0.5
0.1
0.8
0.5
0.5
0.5
1.0
r.0
0.0
t.0
1.0
1.0
0.9
0.6
0.lt
0.?
0.9
1.0
1.0
1.0
1.0
0.I
0.8
0.0
0.5
0.8
0.5
0.1
0.L
o.2
0.3
0.6
0.8
o.5
0.5
0.5
-2
-2
-2
-2
-2
-2
-2
-1
-l_
-1
-1
-2
-2
-2
l+
2
2
2
2
2
,
5
3
2
I
I2
2
2
(r)
(z)
(3)
(l+)
(:)
(6)
(r)
(8)
(e)
(ro)
(rr)
(rz¡
(rE)
( ru¡
(r¡)
iåPirsexact
*QT''*'(rr rno¿n)xqf 'ß
nax. no.ofganes used.in sim¡14-
tion¿tcba9.'[f'
.104.
Hence from the Above and eq.21 1t follows that
payoff functlons calculated for the 2-PG and Z-PG* can
for the purposes of thts study, consldered ldentlcal.
the optlmal strategy for the 2-PG wltl also be optlnal
the z-PGtn.
the
be
Thus
for
4.6 N -optimal solutlons
sltuatlons often arlse ln real games where one of
the players ls larown to be playlng non-optlmally' It 1s
then posslble to use the LAH algorlthm to flnd straüegles
for the other ptayer, whlch w111 yleld hlm an even better
return. Conslder the example of a 2-PG wlth 9=0.287, wlth
the solutlon (see table tI):-
a b c d e f PaYofftoIPaYofftoII0. 03 0.642 O .642 o.'613 0.811 o .000 0.1940 -0.1940
Note that player II has a payoff of -0.1940 whlch means that,
on the average, he expects to lose 0.1940 unlts per 8ame.
suppose that player I now plays .b=0.500 (lnstead
of b = 0.642). It 1s then possible to solve the game as
before, except now the varlable b ls treated as a constantt
equal to 0.5. The new solutlon ls -:
a b c d e f PaYofftoTPaYofftoII
0.020 0.500 0.500 0.538 0.750 0.000 0'174 -0'u4
Note the changes made in the varlables d and e by player
2 In order to take fuII advantage of playen 1fs bad play and
105,
thereby lncrease hls own expected payoff from -0.194 to
-0.174, that lEr lnstead of loslng 0.194 he now loses 0.I74,
whlch 1s an lmprovement of 0.02.
4.7 Dlscusslon of results
A general dtscusslon of thls analytlc solutlon of
poker ls glven ln chapter 5 1n the context of the 4-penson
verslon of thls game (4-PG). However, partlcular aspeets
of the z-PG whlch lead to stmpllfylng assumptlons used ln
solvlng the 4-PG, are dlscussed below.
(a) BlufflnE þy prayer IThe z-PG, wlth q = 0,287, has the solutlon (glven
ln table tI):-a= 0.03, b=0.64, c =0.64, d=0.61, e= 0.82, f =0.00
F'lgures 6 and 7 sho$¡ that ptayer 1 w111 play wlth a hand x
lf 0 < x < a or b < x < 1. If x 1s such that
0 < x 3 ã: and slnce a = 0.03, thls means that x ls a
weak hand. Hence, to bet wlth such a hand ls to bluff, and
the value of a shows that thls bluff should only be trled'
on the average, t hand ln every 33,
Thls agrees wlth the oplnlons expressed 1n poker
books that thls bluff should. be used extremely sparlngly' 1f
at all .,( 30 ) .
In the complete poker game blufflng ln phase I be-
comes even less lmportant, slnce blufflng can be done fatmore efflclently ln phase 2, when more lnformatlon has be-
come avaflable and unllmlted bettlng 1s posslble.
(b) P1 1ne on after a d.ouble
106.
by the last PIaYer
The solutlon to the z-PG (see (a) abovê) shows
b = c = 0.64. Flgure 7 may be used to lnterpret these
values, and lt ls found that player I w111 always play on
after a double unless hls orlglnal bet was a bIuff.
Thls may be lntult1vely Justlfled because player I
only ever plays wlth a good hand (assumlng he rarely, lf
ever, bluffs, âs dlscussed 1n (a) above). Thus lt 1s
always worth playlng on after a double as lt only costs a
further 2 unlts from player I to have a reasonable chanee
of wlnnlng what w111 now have become a large pot. Thls
same strategy ls recommended ln poker books , (32) '
(c) Blufflns bv the last olaver (plaver 2)
The solutlon to the z-PG (see (a) above) shov¡s t1¡at
e=0.0. From flgure 7 and. the fact that e=0'00 1t follows
that player 2 never bluffs by doubllng wlth a vreak hand.
It w111 become apparent 1n chapter 5 that thls game
becomes too compllcated to solve (ny the methods used here)
1f the rules are extended. to allow 3 and 4 players. In
order to obtaln a solutlon for the 4-person case the rules
must b9 _q11ntlfled.It has been shown here that 1n the 2-PG, players very
rarely bluff (see (a) and (c) above), and a player w111
always contlnue after a double (see (b) above). In addl-
tlon poker books suggest that these same precepts are used
107.
by expenlenced poker plâ,yers (see dlscuesfon above).
Hence, the fol-Iowlng slmpllfylng asSuntptíong were lncorpor-
ated ln the rules of the 3-PG and 4-PG'
Flrst,playersdonotbluff,andsecond'allplayersoontlnue after a double.
108.
CHAPTER 5
SOLUTION OF 3 AND 4 PERSON GAMES (3-PG AND 4-PG)
1 ïnt uctlon
In thls chapter a slmpllfled 3 and 4 person verslon( 3-PG and 4-pO) of the game treated 1n chapter 4, w1tI be
solved. There are, however, several polnts whlch should
flrst be noted.
(1) llhe need for simpllflcatlon of the rules(see 4.2) w111 beeome apparent when the targe
amount of central processor (c.p. ) tlme
requlred to solve the l{-pC ls noted (see
5. 3.3 ) . }'Ilthout thls slmpI1f1cat1on the
amount of e.p. tlme would be many tlmes
greater, and as a consequence, lt would not
be practicable to solve thls problem on
ava1lable computers.
(2) Slnce much of thls work ls a sti.al-ghtforrryard
extenslon of work done ln chapten 4, unnecessary
detalls w111 be omltted. AIso the arguments
used to Justlfy approxlmate hand lmprovement
and the appllcablllty of the phase-l solutlonto the entlre game wlll not be repeated as
they remaln unchanged from chapter 4.
109.5.2 Solutlon of the 3-Pc
5.2.I Rules of play
The rules of the 3-PG and 4-PG are the same as forthe 2-PG wlth the followlng 2 slmpllflcatlons, which have
been discussed 1n 4.7 , and w111 be stated here wlthout
further explanatlon.
(a) The form of the strategy functlons 1s so chosen
that dlrect bluffing 1s not a1lowed. Note,
however, that a subtle form of blufflng 1s
st1l1 posslble (see 5.5.2).(b) When the last player doubles all other players
must look.
5.2,2 Stratesles
In the 3.-PG players Ir2 and 3 recelve hands xry and
z respectlvely, and then must make decislons, according to
the nules of the game, oû the basls of thelr hands and the
actlons taken by other players. Thls 1s most convenlently
represented by flgure B below, whlch glves a flow dlagram
for the 3-PG. It 1s assumed that the 3 players are dealt
hands xry and z. The dlagram llsts aI1 possible game
outcomes and speelfles the probablllty functlon whlch each
player will use to declde whlch actlon to take at any partlc-
ular stage of the game. Each probablllty functlon fi(x)ls deflned 1n terms of varlabtes ai as lndlcated 1n flgure
B.
wt¡ere tî(y) ta theproþabll-l.ty thatPlq¡er 2 Pla¡'e rithhanô y lf pLayer 1hes tllopped.
11(v)
PIJAYER 2PLAYS
I
rl(z) rs the p"oþ.tbet Ésyer 3 p1aüs
1 ft(z)
FIGUNE 8
rl(x)
0
vnere rì(x) ts the prob-abiüty of !14ù'er I play-tng wltb hed :l.
PIJAYER 2DÌOPS
rl( z)
110
PLATEN 1PTJAYS
ttk)
J
lrbere ft(y) ts tbeprobablJ-lty thatplsyer 2 vtlJ- pJ.ay lf.p1€yeÌ 1 lc pLsd¡lng,
f
PIJAYER 1DNOPS
PIJATER 2PLAYSPI,AÍER 2
DBOPS
PI,AÏER 3I{INS BÏDEFAIIIJT
AFTER A DOUBLE ALL PLAYERS
STII,L IN THE GAME MUST PLAY
QN'
tî(z) is the prob.thet plsyer 3 ôoubles
f¡(z) rB the prob.thBt player 3 plEvs
¡i(z)I
rl(z) re the prob.that plaû'er 3 aloúb1i6
f$(z) rs the !rob.thet player 3 p1sys.
rå( z)
f8(z) is the lrob.tbet player 3 aloubleB
rl(z) tå(r)1 I
z
I
z?,
1r1.The follr,rwing points relating to the form of the
probabillty functlons should be noted.
The stnategy functlon for the flrst player in the2-PG was assumed to be of the form f(x), ês descrlbed 1n
the flgure below.
f(x)1
(r )
a x
As has been noted ln 4.7 a non-zero value of a
lndlcates bluffing. As brufflng has been excruded from
the 3-PG, a 1s set to zero, and thus the strategy functlonfor the flrst player 1n the 3-pG, frr(x), takes the form
shown ln the flgure below.
rf(x)
(z)
x
1
a
1r2.5.2. ? Eyaluati on o{ p,avoff functions.
Before the payoff function is evaluated (in tfre
same manner. as for the 2-PG) it is necessary to define
the fol-l-owlng functi on.
Xn'l (*ryr") = the expected. wirurings of playef, 1, (l)q3
hold.ing hand x, competing against
players 2 and. J hold.ing hands y
and. z respectively, in the 3-PG,
wher.e player 1 wins Ìu if he beats
his opponents, or L if he loses.
Now, proceed.lng as before, it is possible toexpress this ñrnction interms of the functions
.Xn ,l (*ry) and. Xw ,t (*rg rz) where2s
xw 't (*ry) = (4)ç ìJy i.x> yL ¿. ;*x < v2
and.
*l't (*,Y ,' )r> zx< zor
x> yx<y)=[ii
l.[-]
ifif
and.
] [-; '' (*,v)]
ß)
(6)
By combining eqs. 3r4 arfl 5 ib may be seen that
xäå' (*,v,u) probability that hand. ximproves while hand.s y and z d.o not
.I
.I
probabllity that at least 1 of hand.sy or z improve while hand. x d.oes not
probability that hand.s x and. y im-prove while hand. z d.oes not.
].[,]
.[Tili:?å';li..JTlä"]uå"ä""î3ri] . xi, ¿ (x, z)
113.
xn '2 (xry rr)3
.tprobabillty that either all hand.simprove t et all fai l- to inprove a
-)
)
Now:from the d.efinitions given by eq"1, chapten l+,
1t follows that¡-probability of improving hand. - q. Q)probability of failing to improve a hand. = 1-q (S)
and. combining eqs. 6, 7 and. I it may be seen that
xJ"" (x,y,r) - w[e(t-q¡23 + ¿Í.(r-q)t1-(1-q),]i
* x: t (*,y) [q" (t-q) j * x: ,t (x,z) [q,(1-q) ]
* x: '2 (x,r,z) [q."+( t-q)" I
which simplifles to
xi¿t (*,y,r) = wq.(t-q.)' + ¿(1-q) [1-(1-q.)'] (g)
+ [q'( t-q) ] l*i't (*,y) * x: ,¿ (*,") I
+ [q." + (r-q.)"J.*i ,¿(x,y,z).
Since from ttris polnt, the triple integrals of *"nlt (*ryrz)and. Xl,t (xryrz) arise repeated.ly in the text, it is con-
venient to d.eflne, ("" 1n the 2-PG),
xa: 'G::; l:) = f' f' / o'
*iå'(*,v ,z)dxdvaz (ro¡
X-ãt V=àz Z-ds
and.
114 .
wq.( 1 -q)2+¿ ( r-q.) . [1-( 1-q)']
X!! tt (bt b= bu\ =t \*t a2
^u) f" f" f'*:''(*,v,2)oxavazX-âr Y=àz Z-Ag
then by substituting ee.9 lnto eq.10, anil using the above
equation, it can be sh,own that
*a: ,Gl f ñ (¡'-*,)JLr=r ))â3â.2
þ, bP bs\\u, az
^t )
where the functions Yw ,x (bt ¡,\' \t" ut)
bP bg
q.3 + (1-e)"
I
t
+ q.a(1-q).[,o"-,")xX'rGi 3:) . (b,-^,)x:, þ, bg
\tt âg )l
+ .Xw ,l3
(tr)
and *;',Gî k 3:)
have been evaluated. and. are given 1n append.ix. A.
Fnon this point the calculation follows the pattern estab-
lished. in chapter 4. Ffrst, all possible plays, theirprobabilities of occurring, and. correspording payoffs, are
calculated., and. t}¡ese are given in table 13.
Next, proceed.ing as in the z-PG, and making use of
table 13 and. eq.11, the payoff functions for each player
may be evaluated.. Si-nce the method. of caLculati on is the
same as for the 2-PG, only the final resul-t will be given
here.
115
PIav
TABLE 13
STJMMARY OF PLAY FOR THE 3:!q
Probabi]-itv PaLoffs
-1
xln'2(z,y)
xl;-b(,,r)
-1
xf,'-2(z,x)
tå'-u( "*)
-1
*å;-'f z,x,Y)
*åi*( z,x,r)
1
x';r''G ")x[;-u (r, r)
0
0
0
xl; -'(r,")
x[;-'(v,*,")
xfr'-a(v,x,z)
+1
xT[ "G,")
ya '-r(x.z)"Qz
xf,'-2 (x,v)
xl; -2 ( x,r, z )
*å;-*( x,r,z)
0
0
0
DrP2D3
DrP2P 3
otp'o8
P rD2D 3
PrD2pg
plo'4
P rP2D3
P1P2P3
pt"'4
lr-rï(") lrl(y) tr-r1( z)-t?z(z)l
[r-rì ( x) ] ti (y) tï ( ")
tr-tÌ(x) lr?(v)rl(z)
rl ( x) tr-rå (y) I tr-r3 ( ,) -ri ( ") l
tl(x) tr-rã(y)l13(z)
rl(x) tr-râ(v)lril(z)
rl ( ")
tâ (y) tr-r3 ( z) -rt( z) l
rl(")rã(y)18(")
rl (¡c)rä (y) rt ( z)
I2
3
L
,
6
T
I
9
TII - rïr
116.
Define the jolnt etrategy vector+
a - latra|ra|ra|'ra}ra$ralra!ra!]' (lz)^l
anit let Bå(d be the correspond.ing payoff to player i,for i=1 e2 and. J¿
Then, it may be shown thati
Bâ (e) = a?a8?-a1)+a3xeB '-. Gl 3ã)
+ alxa,A,-'(^l "l )
. agxQB ,-, (^l "å )
+ xQÉ ,-"(^! "L 3Ë) . xea, -,
Gi )1
aflI
^34g
p3(e) = at(r-a?)a? + atxo3,-,(Lrå?) . alxaå,--(^l J)
+ asxoa'-'(,â l*).*'-'Gâ .l åË).æ ,--Gå ^1 .å)
PB (e) - al(t -u?) a? + atxqï'- " (?q "i)+ atxoå '-'(; "i) - U-^T) af;a!+af;Næ,- "(äå "i)+ øAxq,t ,-. ("1
"1 )
+ x8å-,(3ã
(t-a1)(t-a3)ag
1
a!1
al )Å "¿) . x.s'-'Gä
117.
Constralnts
By virtue of the f\rnctJ.on deflnitions (see figureB) 1t follows that:
o<aJ <
and.
al<
Knowleclge of these d.ata perrnits solution of the
l-PC by the lÆI algorithm.q-D Sn'l:r t i on of f.he 3-Þêlra
The soLutlon of the ]-pe' for e = 0.287, lspreeented. belon¡.
PlaVer Expected. VarlaþIesPavoff
.,1
2
3
o.1186
o.1g3g
-o.3225
a{ = 0,715
al - o.61i
a! - 0.620
a! - o,BJo
afi = 0.800
afl - 0.815
a8 - 0.825
a$ - o.73o
a8 - 0.885
This eolution will be d.iscussed. 1n 5,5.1+.
the LÆI algorithm took approximately ly'+ second.g of
Central Procesgor (C.p.) tine to conpute ttrls solution.6.1 Solution of tlp h-PG
5.5.1 Evaluatlon of payoff, f\rnctions
The rules of the h-PG, apart from the addition of
1 extra player, are exactly the same as for the 3-PG.
I1B.
Also the method. of evaluating the payoff fr¡¡rctions remalns
unchanged., except that the foIlowlng preliminary result isfirst required..
Before eval-uating the payoff functions for the
z-PG , th e functl on XQg , t (?'\u"
ated.¿ Sim1lar1y the f'unctio
required. before the f-PG payoff fr¡nctions could, be calcula-
ted.. Now, following this pattern, the function
xgl ,¿
w111 be d.efined. and. eval-uated. as a prerequisj-te to calcul-a-
ting the 4-PG payoff functiofrʡ
tr'irst, d.efine
xw,t (*ry rzrw) = the e4pected. winnings of (ll)^qr,
player 1 in the 4-PC
hold.ing hand. 21, competing
against players 2r3 and. 4 who
are hold ing hards V tz anit ït¡
respectlvely, where all players
are given an opportunltY of
lmproving thelr hand. with Prob-
abllity eo
b.\^r)
þ" ba bg
\"r à2 âs
Now, as for the J-PG,
terms of the functionsxw 'tr (xrY rzrw)q1
may be expressed. in
119.
t,
*î" (*ry, zrw) = [;
xw '¿ (*ry) =2
xw 't' (*ry ru) =3
By combining eqsL 13 to 16,
, x > yt x à z, x Þ ïr;x<y or x<z or x<nr
[;x> yIt<y
xÞ zx< z
and.or
! x> v;x<y[;
a w
( 1l+)
(tt)
(tø)
(17)t*î;t (*,v, z,w) = [
].[']
probability that hand. x inproveswhlle harda yrzrw d.o not
*[nr9,tabi1ity that hand. x d.oes not improve'[-and at least one of the hands vtztw d.oes
+
+
+
["rr hands lmprove except hand.
"]j[-: ,t(*,r,ù)
["u hands in¡rrove except hand "].[*;,¿(*,y,*)]
["rr hand.s improve except hand. *].[r" ,t (x,u,ù)
+ only hand.s x and. y
only hand.s x ard ïÍ lmprove
inprove ].[-:
,, (*,v) ]
+ only h,arrd.s x and z improve
.I]'[-: "
(*,ù)
]'[-; '' (*,")]
all hand.s lmprove or all fa11to funprove concurrently ].[-: '2 (*,v,",ú)+
L20.
From eqs. 7 *nd. 8r eg.1/ reduces to
,i;t (*,y, z,w) = nq.(t-q.)s + ¿|(t-q)t1-(1-q.)"1J (1s)
+ q."(1-q.). [*],, (x,z,vt) " X: ,t (x,vr,u¡)
" X: ,t (*,y,r)!
+ q.2(1-e)'IXI ,t(xry) + Xl ,r (x,z) + X*,¿(xrw) J2 '-2 .-2
+ [ e¿ + ( t -q) t l*i,t (*,y ,z ,w) .
NoÌrr, as before, d.eflne
xa; 'Ç:H l: ï) = l"' f" f" f'*:;t(*,y,z,n)òcô¡òcdr',x-a1 Y=tz Z=a.g ïV'=44
and
Xw ,2I
x-41 Y=ãz z=ag lll=â¿,
thus using eqs,1I, 18, 19 and, ZO,
be shown that
x8
+(br-a")x, 't'3
*i, t (*, y, z ,w)ù ü dz dr
(zo)
and- integrating, it can
(1e)
(bt bz bs b.\ = P'\ut ã2 â3
^*) lI
[, !, (b' -"r,
]" I wq.( 1-q )' + a (1 -q.) I 1 - ( r -d " J ]
n,tl'bt bB bs b¿\. \.r d2 âs
^o)
þ, bB b¿\\.1 à2
^* )+ qs ( 1-d[ (b. -u. )*: ,, Ë k :: ]
(b" -"" )*; , ,
þ, bs b4
\ut âs ã1 )l(br-^r) (b"-*" )xn , z +(bz-az) (b¿ -ar)xn 't
b4
)3
)b+q.3 (r-e)"
2 à¿ 2 8s
l-2T.
+ q.*+ ( t -q.)' Xw 'l
(b"-"") (¡* -^r)*i't )l(bt bz b3 ¡*\\., à2 â3 u'/
ßt bz
\"t ã2
(zt)L
Figure ! belou defines the game flow d.iagnam and.
the strategy firnctions for the \-PG in the sarne way that
figure I ttras used. to ilefine t}re same aspects of the 3-PG"
fn this d.iagram all posslþ1e game outcomes, and. theirprobabilities of occurrence, are presented-. ft isassumed. that players 1r2r3 and. 4 are dealt hand.s xtvtzand. Ìv respectively, and that each playerr s actions are
governecl by probability ftrnctions of th.e form f](x)which are d.efined. in terms of variaþles aj. Defi-ne, a,
the jolnt strategy vector for the 4-PG as follows:
? = laï,a?ra?,a?,aB,a8 ,a? rai.rab,abrat,aå , aå ,al ,ab ,4 rat o ,at.t rat z rats , ut
"fTIhe next step is to summarize all posslble p1ays,
and. to speclfy the probability of each play occurring and
the correspond.ing payoffs. This is done in table 14
which follows ttre sare pattern as table 13 for the 3-PG,
with the follon'ing exception.
It is clear that if player 1 d.eclines to play 1n
the 4-PG then the game becomes equivalent to a 3-PG
(see figure 10). Thle fact may be used. to reduce the
amount of computation necessary to compute the payoff
G¡,fr FIOW DIAGRA¡.I ¡þR
rHE !-PC Aì{D DE¡IüTTION
OF ST¡ÀTEGT FUICTIONS
fî(z):the prob.thatllq¡¡e} 3 eDters
ft(v):prevfú({):double
FICUBE q
rï(v) ¡tn" prob.that?lqyer 2 entelB
fl(z):tr¡e prob.thatplryer 3 entèr€
fi(x):the ?rob.thstplsyel I ebte¡e
t-22
rå(y) ¡tle prob.thêtplryer 2 eDter6
v
f!(r),fir. prob.thetp1ryè¡ 3 enters
PI,AYER 3
PI,AYg
PLAYDR 1
DROPS
PTAYEN 1
PLAYS
1
PLAYER 2
DNOPS
vPLAYER 2
PUTYS
PIJIYER 2
DROPS
PLAYEN 2
PIAYS
PLAYBN 3
PUTYS
PL$EN 3
DNOPS
z
PLAYER 3
P¡AYS
PTAYER 3
DNOPS
PúÀTEN 3
DROPS
o
fi(z):tbe Þrob.thêt!1Áù¡er 3 eßterg
PLTqYER 3
PLAYS
1
Fmllmpsl
rT(w):Þr€y tf!(tr):doubr.e
IIII
f!(v):ple¡få(v):doulre
få(v) rÉâyf3(*):dou¡te
13(v):p1avfTo (f) ¡¿oub1e
rlr(v):pIrvfTz(v) ¡doutle
fT¡(w):prqvf1¡(t):double
tgglg Íhe ùove represlDtêtlonof the pair of füctionB fl(v)md ri(s) is choseh to conserve6pæê, The @elng is thet plqyer4 plrys lf sT<y<sä ed ¿touhlesIf eå<s<l,
TASLE 1¡+
SIJMMARY OF PLAY ¡OR TIIE \-PC
L23
+ pi,pl,p3 are the payoffs for the 3-PG
P3'-1
x!'- 'z(',x)
x[, -q (v,x)
-1
y\ ' 2(v,x,z\q3I -4lxqj \w,x,z/
-1
xl;''z(''x'vtxl;-'(* '*'r )
xl; -'(*,*,v , ")xlf '- u(",*,v,,)
32P
0
0
xi;-'z(",x)
xf,'-'(" ,*,t)
x['-f(z'x,w)
0
+
0
xl; -'z ( " ,x ,Y)
x['-'z(z,x,v,v)
xf,''-u(r,*,v,w)
0
0
0
0
xl; -'(v,*)
xl; -'z(v 'x 'w)
x[;-a(v,x,w)
xl;-'z(r,*,2)
x[;-'(r,*','*)xlf '-h(v'"','')
Pi
0
+1
xl;-'(" '*)xl;- b( x,v)
x3n' -2 (x,z)
x[;-'z(x,z 'v)x['-h(x,",v)
xl;-'z(x'Y)
xl,'r (x,v,w)
x[.'-r( *,v,w)
xl;-'z( x,v , z)
x[, -'(*,v,",")
xlf ' -'(",v,,,*)
DI
p lDaDeDrr
P 1D2D3Ph
P lD2D3D{
PlD2P3Dr
P lD2P 3P I
r 1o21 3ol
P lP2DsDq
P lP2D 3P q
r rr2o3ol
P lP2P3Da
p lp 2p 3prr
e rr2e 3ol
lr-rl(*) lrl (x) tt-r3(¡') I Ir-rt(,) ] [r-rf(rr)-rå(w) ]
tl (x) [r-râ (v) ] ir-r! (v) lr](w)
rl ( x) [r-r3 (v) ] tr-rå(v) lrå(*)
rl(x)tr-rå(v) lr3(v) Irå(") -rls(w) l
rl (x) tr-ri(y) lr3(v)rå(")
ri(x) [1-rã(v) ]13(v)rlo (v)
rl ( x) tâ(v) [r-rf,( z) ] [r-rl r (w) -rÏz(w) ]
rl (x)râ(v) [r-ri( z) ]rl r(w)
rì(x)rã(v) [r-ri(,) ]rl,(")rl (x) rå(y)ri (z) Ir-rl ¡ (") -rT,*(") l
rì ( x) 13 (y) r,1( ,) rl. (")
rl( *) râ(v) ri (,) rl,, (v)
I2
3
l+
5
6
7
I
9
t0
t1
L2
L3
I II ]II TVPLAY PBOBABILITY
724.
functions fon the lr-PG, by making use of the ,-PG
payoff functlons which have alreacl¡r been calculated.¡ (see
J.2,J).let pt (g) be the correspond.ing payoff to player 1
for jolnt strategy g. Then, using table 1l+ and figune 9,
the fr¡ncti ons pt (g) may be calculated., ln the ueua1. ïvâyr
and. lt 1s found. that:
/1 aþ
\'t aiPi(e) = (t-a1¡alalal + afiaflxqf;,*z
+ af a!xs! ,-. ("1 .¿ ) - a?,a!x.ql,- " (^l
1
)^34g
+ aãxaå,-"("1 "å åå") . aaxaa'-.("1,å
"1")
a?atrxQ! ,-'Gi "L
+
+ a?xaå 't'(.1 ;i:) . afxqs '-+ ("11
421
afr
)
.T
a!
1
^3At
'la3,
+)
1
al1
?
)
+ xeg ,-,(^I"l :î:) * x81''-,'(
af"Xqg ' - z
+ afxqg '-z
1
^2az
a*
"l1
27-
+
a! at.
Iafl
( al
1
al )L
1
al
På(C) = 4P1(af ,al ,af,a!,ah,t,af ,a!,al)
1
a!( ){
al
1
afi
(
(
)
,l1
1
+ aP aÍ, rx88 '- 2 al al
"?xQg '-'
+ af "Xq[ '-z
11
a!1
a!1
af;
atÞ} (a?, a?, a2, aL, al, a8, at, aE, aå )
1
al
I^¿4g
+
aïat r(t-^t) (t-"7)
( "l) . *æ '-'(
"1) . afixaå,-"("å
1
aZala!^3A-t
Iaf
r25.
L +3
a!a!
1^1.4Lt
)
+ afla$Xgsrt"z
xQÍ, ,-, (^2
alxqg,--("å
) * xee,-"(";
1
a!"1. )
På (e)
( ^9a3II
11
a!
Ial
ii').+
"1" )'1+ ataXQã,-2 al at afl
1
al
(+ XQÍ2 '-1 Ia!
1
^2a2 :) .
1
^24Z
Pt (e) atPg (a7, a?, asz, aLt, ãL, ab, at, aE, ab)
( t-"1) a?a8a1
af;aflxqg ,- " (?+1
a! + afla$xq1 ' - +(
1
al
a?ab(t-aL) (r-.3)
+ azxqb'- 2
+
/ato 1 1\\"9 a!
"8 )
1
al
+ afxqg , - +
a?xQ8 ,- À 1L1-2("
ai" ( i-aï) (t-"7) ( 1 -a? )
11al,o al(
1
^343 )
alxaá ,-'(ii:
+ xef ,-,(Zii
1
^24Z )+ .å) -1
a!
1
^sCL,
1
a!1
a!1
^2e2 (1
)1
^8CL'+ XQâ2 t-L
^44!LI
af;
L26.
5.3.2 Special _method. tg spe_ed. lhe solutlon of the lr-PG
It is not practlcal to apply the L¡AlI algorithm
d.irectly to the task of solving the [-PG for the following
reason. Experlmental evld.ence showed- that:(") Each fìrnctlon evaluation for the 4-PG took
approxlnately
(¡) 2016 ftrnction evaluatlons ïyere required. per
cycle of the LAII algorithm.
Hence, tlme per cycle was approximately 50 secs. Since
many cycles (see chapter 3) are need.ecl. to find. the êrpr
it would. be ad.vantageous 1f some way could. be f ound. torecLuce the cycle time.
In fact the number of function cal-ls required per
cycle may be red-uceil in the following way. Consi der the
tree d-iagram given in figure 10. The section of the
tree d.iagrarn enclosed. in the dashed rectangle is a subset
of the [-PG which arises when player 1 decl-ines to play"
This subset is exactly equivalent to the 5-PG. Thus, the
solutlon alread-y founil for the l-PG may be used. in t'his
section of ttre [-PG. (ttote that tiris fact has already
been used. in table 14). Thls then red.uces the number of
unknown variables in the [-PG, and, as a consequence,
experiments show that ttre number of fìrnction ca1ls per
cycle of the LÆI algorithn is reiluced. to 666. The
evaluatlon time per function remains at approxinately #
fr ".". of cnpo time,
FTGURE 10
EQUÏVALEN CE BETI,\IEEN THE 3-PG AND
THE l+-PG I,üHEN PLAYER 1 DECLINES TO PLAY
PLAYER 1
DROPS
PLAYER 2
PLAYS DROPS
127
PLAYS
rI
PLAYER 3
DRoPS A ,l,O,,/\
PLAYER 4 PLAYER 4
DROPS DROPSPLAYS PLAYSDOUBLES DOUBLES
PLAYER 3
DRoPS A ,.O,,/\
PLAYER 4 PLAYER 4
DROPS DROPSPLAYS PLAYSDOUBLES DOUBLES
2
PLAYS
PLA
DROPS PLAYS
PLAYER 4PL YER
DROPS
DROPSPLAYSDOUBLES
DROPSPLAYSDOUBLES
DROPSPLAYSDOUBLES
DROPSPLAYSDOUBLES
128.
of a second., arxe thus tl.e overall erecution time per
cyc1e is red.uced- to th secs. Thls is a factor of 3 times
faster than þefore.
C onst raints
An examination of figure 9 shows that:-o<
and-
al<
a$<
6.3.3 Solution of lr-PG
With the above d.ata it ls posslble to solve the
l+-PC (witfr çl = 0.287) by using the LÆI algorlth¡n. the
minimun step size used. by the algorithm was O.OOO45 anil.
the executlon time was appro:rlmately J20 second.s of c.pr
tlme. The soJution is glven in table 1þ below.
Checkl the PG and- PGa
Both the f-PG and. 4-PG payoff firnctions were
tested. ln the same ïrâIIr hence d.etails are only glven forone of the above cases. The l-PG case was chosen to
maximize simpliclty of presentation.
Two tests Ìvere carried. ogt.
(") CheclçL¡rg.that the sun of .
Since the ]-PG is a zero-Êum gane (see chapter 3),
it follows that for argr given ioint strateglr vecton a
(see eq.12)
L29.
TABI¡E 16
8OÍ,UTION TO TI# l+-Pe
Plaver EJrPecteclPgvoff
o.113
o.129
o.169
-o.41 1
Variables
-
1
2
t4
tt=O.79O
af =O.715
a|=o.615
af=0.6?0
at=O.825
aå=O.83O
af e=0. 840
afl=O.815
aB--O. BO0
a!=0.815
a!=O.88!
afe=O.90O
afa =O .999
a$=O.B7O a8=O.925
af,=O "73O af =0.830
af=O.800 aå=O.88O
atr=0.8J0 ata=O.92O
130,
P?(e)+PÊ(e)*P!(g)=o
A rand-om numþer generator was used to generate an
acceptable strategy vector pt and. ttris parameter was
substltuted. lnto the I.H¡S. of eq.22 to check its vafidity'This process was repeated. a 1ârge number of times, and. 1n
each case eq.22 was satisfled..(¡) Use of simul-ation as an alternative nethod. of
calculating the payoff function.The payoff functlons for the 3-Pe may be approx-
imated. by using slmulation, in the manner to be d.escrlbed.
below. Given some strategy variable, 3, many games are
simulated., ar¡d. the average ex¡ncted. payoff accruing to
each playerr âs a result of this particular value of ltis then caIcuIated.. Each ind.ivldual game is einulated.
in the folJ.owlng u¡ay. A rand..om numþer generator (see
append.lx B) 1s used. to deal hands xty¡ and. z to players
1 12 and 5 respectlvely. Next, the joint strategy vector,
lt pred.icts the course of events 1n this game accord.ing
to figure 8. For example, if x < a! then player I
d.rops. Next, if y > a?, eâÍr player 2 wlLl PlaY'
rryhile player 3 w111 d.rop 1f z <
Finally, the rand.om number generator ls used- to
effect hand. improvement accord.lng to eq-.1 in chapter 4"
this is cl.one by generating a rand.om number, r, O <
and. allowing the hand x to improve to X - x+2 if
(zz)
IJ]-.
O < r < q. (q- = o"28-l). If çL < r <'1 then the hand'
does not lmprove, ancl X=X. After this has been d.one
for all hands, the eventual ïuinner is decid.ed. in the usual
l,t¡â9.
Thus, for any glven 3 the payoff functlons may be
calculated ln 2 ways. First, by using the analytlc resultsglven 1n 5.2.3 and secondly, uslng slmulatlon to glve an
approxlmate answer. Thls experlment was carrled out forsevenal dlfferent values of ?, and the 2 sets of results
agreed each t1me. The detalls of the least favourable such
result w111 now be glven.
Let
[0.715, 0.615, 0.800, 0.645, 0.815, 0.730, 0.830,
0.825, O.BB5lr
The 3 payoff functlons for thls value of ? were ealculat-
ed analyt1ca11y. Next, the same payoff functlons were
approxlmated by slmulatlng 100 games. Thls procedure was
repeated several tlnes, each tlme uslng progresslvely hlgh-
er numbers of games 1n the slmulatlon. Then the results
obtalned were analyzed ln the followlng way. Conslder
the payoffs obtalned for the 3 players by slmulating 100
games. The relatlve error between each of the 3 playerts
payoffs, and the correspondlng payoffs calculated from the
payoff functlons, may be computed, and the maxlmum relatlveerror of the 3 determlned. Thls turns out to be 647l.
a
r32,
Thls procedure is repeated for the payoffs obtalned by
slmulatlng 101000, 30,000 and 1001000 games, and the results
are graphlcally represented by flgure 11. T'lgur'e 11 shows
that the payoffs obtalned from slmulatlon approach the
analytlc payoffs, as the number of games slmulated lncreas-
es. Slnce the slmulatlon of 100r000 games took approxl-
mately 30 seconds of c.p. tlme, and eonvergence appeared
slow, the experlment was termlnated at thls polnt. ClearIV¡
s1mu1atlon, as a method of obtalnlng payoff functlons, 1s
slow and not sufflclently accurate for the purposes of thlsstudy. It 1s, neverthel,ess, a useful standard agalnst
whlch the analytlcally evaluated payoff functlons may be
tested.
The same method was used to check the payoff
functlons for the 4-PC.
5.5 Dlscusslon of results
5.5.I Comparlson between the 2-PG and 3-PC
Deflne the game 2-PGl{ to be the 3-PG where the
flrst player has decllned to p1ay. Thus the 2-PGlÊ lsequivalent to the 2-PG (conpare wlth the 4-PG reduclng to
the 3-PG when player 1 does not play, âs descrlbed 1n
flgure 10). In thls sectlon the differences between the
strategles adopted by player I in the 2-PG and 2-PGlt wlllbe dlscussed.
F']GURE 11
COMPA RISON BETI^IEEN ANALYTI C PAYOFF FUNCTÏONS
-PG D RESULTS TAINED FRO
133
TfON
7o
6o6W' ercor
error7% error
2% error
100 .]000 lQr000 100r000
number of games slmulated
50naximumrelatlve h0/o etroÏ.over the 303 p}ayers
20
10
134.
In 4.3 tt was shown that, ln the case of the
z-PG, player I w111 play, only 1f hls hand x 1s such that
0 < x < 0.03 or 0.64 <
However, because of dlffenences ln the assumed form of the
strategy functlons for the 2-PGlß (see dlscusslon 5.2.2),the solutlon to the z-PGt¡ shows that player 1 w111 only play
1f hls hand. x ls such that x > 0.61 (see 5.2.4). Itw1ll be shown that, for practlcal purposes, these two
strategles are ldentlcal.Flrst, 1n the case of a hand x, x > 0.64, both
strategles requlne the player to enter the game and are
thus ldentlcal. Now conslder what happens when
0.61 < x < 0.64. The z-PGlÊ strategy requlres the player
to enter, wh11e the 2-PG strategy does not.
However, Íf player 1 does enter, and he 1s looked
ât, he can only posslbly wln 1f the second player¡s hand y
ls ln the range 0.62 < y < 0.64, slnce the second player
w111 only play on a hand y >
above, lf player I has a hand x, 0.61 <
player 2 has a hand V, 0.62 < y < 0.64, then player tshould wln half the tlme. That 1s, h1s chances of wlnnlng
1n such a sltuatlon are
þ x (0.64-0.6r) x (0.64-0.62) = 0.0003.
Hence, for practlcal purposes, player I may lgnore the
t35.
posslblllty of wlnnlng ln this poel_tlon.
ConvenselÍ, lf x ls such that 0 < x < O.O3
then the 2-PG strategy requlres a player to enter, wþ11e
the 2-PGlt stnategy does not. uslng the same arguments as
above lt follows that ln thls second case the practlcalresuLt again 1s that player I may expect to lose 1f player2 looks,
Thusr lt has been demonstrated that the practlcaleffects of player I elther playlng on hands x,
0.61 < x < 0.64, or of playlng on hands x, O <
are the same. slnce the frequencles of both occurrences
are equal (0.64-0.6f = 0.03), lt follows that the two
apparently dlsslmlrar strategles have a very simllar prac-
t1cal effect.5,5.2 Pnactlcal ïnte rnre t 2 tlon of the solutlon to the 4-pq
Thls sectlon w111 dlscuss the practical interpreta-tlon of the solutlon to the 4-pC.
Chapter I presented a survey of the llterature on
poker-Ilke games. It was then polnted out that thlssearch falled to flnd any games tlrrat could be dlrectlyrelated to any commonly pl_ayed varlety of poker. fn the
ensulng discusslon it w111 be shown how the solutlonsobtalned here may be used ln thls way.
Before thls can be done two prellmlnary nesults
are requlred.
136.
(f) Relatlne a real poker hand to some hand x ln the 4-PG
Any real poker hand, h¡ mâV be related to a hand
x ln the 4-pC, 1n the foIlowlng way. The work on poker
slmulatlon requlred the deflnltlon (see 2.8) of a functlon
fb(h) whleh gave the probablllty of a hand h beatlng any
other randomly dealt hand. However, any hand x ln the
4-pC, by vlrtue of belng evenly randomly distrlbuted on
(0,1) (see 4.1), 1s numerlcally equal to the probablllty
of beatlng any other randomly dealt hand y. Thus, 1t
follows that any poker hand. h ls equlvalent to a hand
t( = fr(n) m the 4-PG.
The algorlthms developed 1n chapter 2 may be used
to evaluate f¡(h), the probablllty that a poker hand h
has of wlnning. Table 16 glves the values of these prob-
ablllties for varlous types of hands, and, âs a result of
the above dlscusslon, âñ equlvalence 1s thus establlshed
between h, a real poker hand, and x, a hand deal-t 1n
the 4-PG.
(2) Correspondence between a elven hand 1n the ll-PG
and a poker hand
As a consequence of (1) above lt 1s posslble to
provlde an lnterpretatlon of any hand x 1n the 4-pC tn
terms of a real poker hand h. Thls procedure ls best
lLlustrated by an example.
r37.
TABT,E 16
EQUI VALENCE BEÍT,IEEîI IN ITIE AIVD NEAL POKER IÍ.AIVDS
o'50
0. 53
o.57
o.6o
o.6l+
o.67
0. ?1
o.Tl+
o. z8
0.81
o. 85
0. 88
o.92
0.98
OR HIGHER
OR HIGHER
OR HIGÌER
OR HIGIÍER
OR HIGI{ER
OR HIGHER
OR IÍIGHER
OR flIGiER
OR HTGHER
OR HIGÊIER
OR HÏGIIER
OR HIGHER
OR HTGHER
OR'HIGHER
OR BEETtsR
OR BEITER
OR BESTER
OR BETTER
OR BESTER
OR BETTER
OR BETTER
OR BETTER
PAIR 0F 10rs OR BETÍtsR
PAIR 0F Jrs 0R BETIER
PAIR 0F Q's 0R BET1ER
PAIR OF Krs 0R BET$R
PAIR 0F Aces 0R BETIER
TITREE OF A KTND OR BEÎTER
NOÍTIING
2fs
3rs
l+rs
5's
6ts
7ts
Its
9ts
PAIN OF
PAIR OF
PATR OF
PAIR OF
PAIR OF
PATR OF
PAIR OF
PAIR OF
x = ¡u(h)
POKER IIAI\ID. h l+-PCEQUIVALHVT HAND IN
138 .
It was shown 1n table 15 that the optlmal solutlon
to the 4-eC fra¿ al = 0.790. By referrlng to the orlglnalstrategy function deflnltlons (flgure 9) lt may be seen
that thls requlres player 1 to play 1f h1s hand x 1s
such that x >
Table 15 shows that a palr of 10 | s or better 1s
equlvalent to a hand x, x > 0.78, wh1le a palr of Jacks
1s equlvalent to a hand x, x > 0.81. Thus x > 0.79
means that hands h weaker than a pair of 10rs are never
played on, while all hands stronger than a palr of 10ts are
always good enough. However, 1t ls not lmmedlately clear
what actlon should be taken when L.clding exactly a palr of
10rs, and thls problem 1s resclved ln the followlng way.
Flrst.;'two hands both contalnlng one palr of 10rs
may be ordered on the basls of the 3 remalnlng cards (see
table I, chapter 2). Thus x > 0.79 means that only palrs
of 10ts of above a certaln strength (Judged by the 3 non-
palred cards) are sufflclently good to play on. Slnce
the probablllty of obtalnlng better than or equal to one
palr of 10's 1s 0.78 and better than or equal to a palr of
Jacks 1s 0.81, then the probablllty of obtalnlng exactly 1
palr of 10ts ls 0.81-0.78 = 0.03. If now only palrs of
10ts are eonsidered when x >
obtalnlng such a hand 1s 0. 81-0.79 = 0.02. Thus, thlsanalysls shows that x > 0.79 lmplles that only 3# = ?
139.
of al1 palrs of 10Is dealt wlII be sufflclentLy good to play
on
S1nce, ln a real gane of poker, the 3 non-palred
cã.rds th the hand are usually dlscardeil, from a practlcalpoint of vlew, all palrs of 10ts are equlvalent. Thus,
uslng the above two ldeas, Lt ls posslble to lnterpretx > O.7g to mean that a palr of 10's 1s only played o" ?of the time. Thl-s strategy would mean that a player could
make a random cholce on whether or not to play wlth a palrof 10fs, provlded. that, oD the average, hê played Ç of the
J
tlme,
If, as mentloned by von Neumann, (27) " one of the
obJects of blufflng ls to create uncertainty ln the opposlng
players, then, the above apparent randomness (1.e. playing
only two thÍrds of the tlme wlth a palr of tens) fn the
strategy, could be lnterpreted as a form of bluff.Each of the varlables aj may be lnterpreted 1n
the above manner, and the resultant, overall, strategy, lsglven in flgure L2. It should be noted that ln thls flgure,only the probabllltles of playlng wlth the crltlcal hands
are speelfled, as 1t 1s automatically assumed that hands
weaker than thls are never played on, wh1Ie stronger hands
are always played on.
5.5.3 Dlscusslon of solutlon to the 4-pA
Thls sectlon w111 discuss the solutlon to the
I{-PG glven ln table 15. A comparison wlll then be d.rawn
F'IOUIIE ],2 : SOI,I'IION fO TI{E 4-PO EXPRESSED IN TERMS'OF POKER HÀNDs 1q0
In the dlagrm below abat€nentE of. the forn should òe lnterpreted ln bhe followln8 xay'
A plåyer shoulil never play lf hls hsnd 16 , ¡¡id always play lf hto !¡and 1s Etrôngsrthù e pelr of têns. Howevê¡, 1f he haB exactly ¿ ¡rê1r of tenE then ha shoulal qnl'y play Flth proÞabt¡.lty 0.7.
PLAYER I
DROPS
PLAYER 2 PLAYER 2
PAIR EfcHTs, PROB-o.8 PAIR JÀCKS, PR0B-0,8
DROPSPLAYS DROPS PLAYS
g¡lE¡l PLAYER 3 PI,AYER 3 PLAYER 3
PAIR FMS, PR0B=0. 7
DFOPS PLAYS
PIJAYER II
PÁIÌ TENS, !ROB-o,3
DROPS PLAYS
PLAYER 4
PLAYER {
PAIR JACKS ,PR0B-0.5DOUBLES KIN0S,PROB=0. I
PAIR qUEENSt PRoBro,3 PAIR ACES, PRoB-1.0
DROPS PLAYS
PLAYER 4
PAIRDOUÉLES
TENSKINOS
¡PRoB¡0,PnOB.1
30
DROPS.PLAYS
PLAYER II
PITAYER 4
PÂIR JACKS ,PRoB-O,5DOUBLES KINGS,PRoB-0.5
PLÂYER II
PÀIR JACKS,PROB=0.3DOUBLES ONLY ON ANEXTREMELY STRONG HAND
FñI|ry]
rENs' PROB'o.
PArn 1ENS, PROB.o.7
DOI'BI,ESPAIR PAIR JACKS,PROB-O
DOTELES ACES,PROB'L
PAIR FIVDS ,PROB.0.5DoI,BLES JACKS,PR0B.0. I
141.between the analytic solutlon and the strategies adopted by
experleneed players, as recorded 1n books on the subJect,
(6,8,30).
By studylng flgure 12 the followlng polnts may be
notéd.
(a) inlhen to play flrstThe mlnlmum hand required before a player w111
enter the game, glven that no other player has yet anted, 1s
found from flgure 12 and glven 1n table 17 below.
b) c( o s under whlch the las ?
drops " pJays or doubles.
Generally the last player contlnues to play lfhe has a hand at least as good as the expected hand of the
flrst player to make an ante. The last player then gener-
a1ly doubles holdlng:(1) Jacks or better lf 1 other player ls ln.
(11) Klngs or Aces 1f 2 other players are In.(111) Only an extremely strong hand 1f more than 2 players
are 1n.
(c) Expectatlons of varlous players
Iable 15 shows that players have the followlngexpectatlons (of wlnnlngs) tn the 4-PG.
Player12
34
Expectatlon0. 1130.1290.169
-0.411
t42.
TABLE 17
MINIMUM HAND hII{F:N FITRST TO PLAY: THEORETI CAT. RF:.STIT.T
Mlnlmum hand requlred
palr of 10fs
palr of I fs
palr of 5ts
n. number of olaversto follow
3
2
I
143.
Coffln, (6), makes the followlng general comments about
poker. Flrst, slnce the last player 1s compelled to ante
(while the others are not) ne suffers a dlsadvantage. Thls
ls also evldent in the solutlon because the last player 1s
the only one to have a negatlve expectatlon for the game.
Second, slnce out of players lr2 and 3, the laterpLayers have an advantage over the earlier players, trr that
they have less playerg ahead of them who have not yet anted,
and can thus amlve at a more lnformed declslon. Agaln,
thls effect 1s demonstrated 1n the expectatlons of the 3
players.
The most strlklng aspect of the solutlon 1s the
degree of disadvantage lncurred by player 4 in havlng to
make an ln1t1aI compulsorY ante.
5 .5.4 comparlson of analvtlc solutlon with the strategles
used by experlenced players
over many years certaln strategles have evolved for
the type of game consldered here (see (618,30)). Even
though the rules of some of these games may dlffer sl1ght]y,
the sallent polnts of these strategles remaln largely ln-
varlant, and are 11sted below. These practlcal strategies
w111 then be compared to the theoretlcal strategles found.
here.
144.
(a) When to play flrstIt 1s generally agreed, (618) that the mlnÍmum hand
requlred when flrst to play, 1s as glven ln tabre lB below.
ït may be seen that table 18 and table LT (theoret-
lcal results) agree for n = 2 and 3, wlth the exceptlon ofthe mlnlmum hand requlrements for the second tast player(n=1) . I'Ihereas, 1t ls generalÌy reconmended that any palris sufflcient under these condltlons, the theoretlcal re-sult shows that a palr of 5ts ls requlred. Thls dlscrep-ancy may have the foIlow1ng explanatlon.
F1rst, lt ls posslble that the generally recommended
strategy 1s not correct ln thls lnstance. Certalnly, the
concepts of good play 1n poker have changed over the tast100 years (see (B)).
Second, table 18 ls quoted ln varlous books as not
only applylng to the partlcular verslon of the game solved
here (3Or3Z¡, but also to a verslon of thls game where the
second to last player makes a compulsory ante, half the
slze of that put 1n by the bllnd. Obvlously, 1n thls case,
the second last prayer would play on a somewhat weaker hand
as he ls already partlatly commltted. Thus poker books
generally conslder that s11ght varlatlons such as thls inthe rules do not affect the optlmal strategv, and that the
same strategles may be used 1n slmllar types of game. Thls
ldea appears correct when the flrst and second prayer 1n the
4-PG are consldered, but seems to break down for the secondlast player.
l-45.
TABLE 18
MÏNTMUM HAND }üHEN F'TRST T0 PLAY: PRACTTCAL CRITERIA
o -92
0.90
0.86
0. 80
o.7r
0. 50
palr of Aces
palr of Klngs
palr of Queens
palr of 10rs
paln of Itsany palr
6
5
4
3
2
1
Minlmum handrequlrement
n, the number ofplayers to follow
Correspondlng handx 1n the 4-Pc
146.
Appllcatlon of table 18 to the slmulatlon of poker
It has been lndlcated ln chapter 2 th.at the resultsof tabl-e 18 have been applled to the poker slmulator. Itwas found that a quadratlc functlon of n,
r(n) = -o.oln2 + 0.13n + o.5o
would closely approxlmate the value of x, (frand strength)
for any glven value of n (number of players to follow).Thls functlon, x = f(n), 1s employed 1n the poker slmulat-
oP, as deserlbed 1n sectlon 2.9,
(b) On p1aylnE after another player
Thls dlscusslon w111 conslder the strategy to be
followed lf anothen player has alreatiy entered the game.
The last playerrs strategy 1n thls sltuatlon, however, w111
not be treated here, but w111 be dlseussed separately ln the
next sectlon.
Books on the subJect, (30r32) agree that players
should have better than the mlnlmum expected hand of the
last player to enter, befone maklng an ante. If the
solutlon glven ln flgure 12 ls examlned, then 1t may be
seen to agnee wlth thls princlple. For example, 1f player
1 enters then he must have a hand of at least a palr of 10rs.
In thls case player 2 w111 only enter lf hls hand y ls at
least a palr of Jacks. Simllar patterns may be found
throughout thls solutlon.
147,
Thls behavlour may be approximately descrlbed uslng
a functlon g(1,) = g, + l(r-,c) where g, 1s the last minlmum
expected hand that was entered, and g(f,) glves the next
ml-nlmum requlred hand to enter. Thls functlon ls used. 1n
the poker simulator (chapter 2).lay by the last plaver
Books on the subject, (30,32) do not state any
speclflc requlrements on the mlnlmum hands requlred by the
last player. Only 2 general observations are made.
F1nst, the last player should only play lf h1s
hand compares favcurably wlth the mlnlmum expected hands
of other players who have made an ante. Thls same crlter-lon 1s seen to hold for the sorutlon to the 4-pG (flgure r2).For example, lf player"s 1 and 2 drop, whlIe 3 plays, thenplayer 4 expects playen 3 to have at least a palr of 5ts.Accordlngly, he only plays on a palr of 6fs.
Second., 1t ls recommended that the 1ast player
should only double when there is a good chance that he has
the best hand. An examlnatlon of flgure Lz shows that thlscrlterlon arso holds for the analytlc solutlon. consequent-
Iy, 1t may be noted that lf player 1 drops wh1le players zand 3 p1ay, then player 4 may assume that player 2 holds atleast a palr of I's, whlle player 3 must have at least a
paln of 10's. Thus playen 4 plays on a palr of Jacks or
better, and doubles only on a paÍr of Klngs or above.
148.
CHAPÍER 6
APPLI CATIONS OF THE l¡iORK CARRIED OUI IN THIS STUDY
6. l. Introductlon
As a sequel to the worl< of thls study, two practlcal
appllcatlons w111 now be glven, whlch lllustrate the lnter-
dlsclpllnary nature of thls work.
6.2. Applleatlon of eame theoretl c method.s to a problem ln
networks
In thls sectlon a game theoretlc approach to a partlc-
ular network problem w111 be formulated. The treatment
presented here w111 only glve sufflclent detall to lllus-
trate the prlnclple underlylng thls new approach. A more
detalled paper (Harrls (16)) on the subJect whlch applles
this method to a problem 1n telephone networks, has been
wrltten, followlng a dlscusslon of these ldeas wlth the
author.
6.2.t. Theoretlcal backEround
The ldeas lnvolved 1n the appllcatlon of game theoretlc
methods to networks may be conveniently explalned by means
of an example taken from Dafermos, (7).
Flgure 13 below shows two tOWnS, labelled node x and
nod.e y. There are 5 one-way roads between node x and
node v, called }1nks . Each llnk can only caryy traff lc
ln a s1ng1e dlrectlon, and the amount of trafflc belng
carrled on l1nk 1 ls called the flow, fl'
149.
FIGUNE 13
IINK ]"
FLOltl fr
AN E)(AMP LE OF A STMPLE NETbIORK
LINK 2
¡'LOW fzII
LÏNK 3
Ft0tl f¡LINK 5
FLOI,ü fs\
LINK 4
FLOW fr
ExI I
Deflne the vector t150.
to be the totaf flow vector
where f = [fr rfz rfs rf+rfr]T.Suppose that for any glven totat flow vector I there ls a
cost ci(f) assoclated wlth each l1nk 1 and assume that
the network is such that:
cr(l) = 4frt + 2f fz + 900fr
cz(l) = 6f z2 + 2f $z + 900f2
ca(f) = 6f ,'+ 3fgf,. + B2of3
c,.(!) = Bfnt + 3fsf¡ * B2of,,
cs(f) = 5fsz + L22o\ (I)
Thls means, for example that, ct(f), the cost of carrylng
trafflc fr on I1nk 1, depends not only oñ, fr, the
trafflc carrled by llnk 1, but also on fz, the trafflc on
I1nk 2. In practice, thls type of interactlon may oecur 1f
llnks 1 and 2 form one two way road, and thus the fLow on
one slde of the road w1II, to some degree, affect the flow
of trafflc on the other s1de.
Next d.eflne d( *,y) as the travel demand from node
x to node y. In thls partlcular network lt 1s requlred
that 120 unlts of flow be transported from node x to node
Vr and 120 unlts from node y to node x. Thus
d(*,v) = L2o
d(y,*) = 120 (2)
Slnce, from flgure 13, total flow from node x to node y
ls fr + î? + fs and from node y to node x 1t 1s f2ff¡,
then eq.2 becomes
151.
f1+fs+f5=12O
fz + fL = 12O ß)
where f¡ >
The problem is to apportion the floÏ'i vector € in
such a \ryay that while eq,.3 1s satisfled., the costs associ-
ated. with the network, given by eq" 1 , are in some sense
mininized.. Two crlteria of minimization which are common-
1y used. (see Potts, (zB) and. Dafermos, (Z)) ,are given
þe1ow, while a nerJv' game theoretic approach, will be
d.efined in the next section.
(t) @atlonsystem optini zation consists of mlnimizirtg the
functi on
(4)( )fc ,3"", {[)
(z)
and- therefore gives the lowest possible overall
cost, while ensuring that the constraints are
sati sfie d..
User optimizat,{on
Dafermos, (l), states that for the problern being
considered. here, if each unlt of flow ls con-
sidered. to be an ind.lvidual car, and'the cost
per unit fl-ow represents average time taken to
complete the journey, then the user optlmized'
pattern wil-l occur if each incLividuaL is free
to choose his or,un route lndepend-ently. It is
r52.
assumed that he does thls 1n such a way that
h1s own travelllng tlme 1s mln1m1zed. A
mâthemâtlcal formulatlon of thls crlterlon
w111 not be glven here as lt 1s not relevant
to thls study, but lt maY be found 1n
Dafermos, (7).
6.2.2 Game theoret 1c network oPtlmlzatlon
A new crlterlon of mlnlm:-zatIon, whlch proved bo be
of theoretlcal and practlcal importance (see (16)), 1s
proposed 1n this section.
Conslder the network glven ln figure 13 as a
2-person non-cooperatlve game, deflned ln the followlng way'
Player I must transport 120 unlts of flow (d( * ,v) = 120)
from nod.e x lo node y. He 1s free to dlrect thls
flow in any way he chooses wlthin the llmltatlons of the
constralnts, along l1nks 1.. 3 and 5, Player 2 must l-lke-
wlse transport :.2o units of flow from node y to node x
(Qy,x) = 120). Agaln he 1s free to dlrect thls flow ln
any way that he d.eslres along links 2 and 4. Thus accord-
lng to earlier definltlons e the cost to player 1 for any
glven flow conflguratlon f 1s given by cr(l)+ca(f)+cs(f),
and player I seeks to mlnlmlze thls cost, and hence maxlmj-ze
h1s payoff functlon' Pr(f), where
pr (f) = -cr (f) cs(f) - cr(f) (5)
t53.
Pz(f),Slm|larly, player 2 seeks to maximlze hls payoff functlon,
where
Pz(f) = -c2(f) cr(f) (6)
Hence, the 2 players are ln a competitlve game
sltuatlon slnce the costs sustalned by each player are not
only a functlon of their own actlons, but also depend on the
actlons taken by the opposing player. This game was solved
by means of the LAH-algorlthm (see tabl-e 19) and the solu-
tlon also found algebràiea}Iy by Harnls (aeta1ls w111 not
be glven here as the algebralc method used to flnd the
solutlon was the same as that glven ln 5,5) .
6 .2 .1. Dlscusslon of results
The three solutlons to thls problem, uslng the 3
dlfferent crlterla of optfmlzatlon, are dlsplayed 1n table
19. The fol-lowlng polnts should be noted.
(1) System optlmizatlon provldes the overall
mlnlmum total cost, c(f).
(1j_) Game optlmizatlon provldes a lower total cost,
e(f), than user optlmlzatlon' Although 1t
has not been proved lt 1s conjectured that thls
may have the followlng explanatlon' In the
game theoretlc optlmizatlon there are two
confllctlng players. However, the deflnltion
of user optÍmlzatlon, as gÍ-ven earller, means
that each of the lndlvtdual- users ls ln
1tr
TABLE 19
RES FOR NETüIORK OPTII'{I ZATTON
Deflne the total cost c(f) =5x cr(f)
c([) 317 ,5oo 318 ,300 322,00O
fr1¿
ál3
õIT
4I5
50.2
66.t
35.2
53,9
34 .6
54.5
66,2
4o .6
53.8
2t1.9
61. 3
64.3
47.9
55.7
10. B
SYSTEM
OPTIIVIIZED
GAME
OPTTI,IIZED
USER
OPTIMIZED
r55.
competltlon with every other user' Thls
greater degree of competltlon ln the user
optlmlzed system would tend to create a lesser
degnee of eooperatlon, and hence hlgher eosts.
Thus, lt has been shown that game theoretlc methods
can have appllcatlon ln other, not dlrectly related, areas
of applled mathematlcs, and the numerlcal technlques
developed 1n thls study (e.g. LAH algorlthrn) can be applled
to such problems. In eoncluslon Harrls, (t6¡, has shown
that the game theoretlc optlmlzatlon prlnclple has lmport-
ant theoretlcal and practlcal appllcatlons 1n the theory
of telephone networks. It 1s consldered by Harrls that
the game theoretic prlnclple can be used to clarlfy centaln
heurlstlc methods whlch are used by telephone network plann-
1ng authorftles. Also, the game theoretlc solution may be
used as a close approxlmatlon to the system optlmlzed
solutlon.
6,3. Buslness model
As has been observed ln chapter I, even though prev-
lous wrlters have remarl<ed on the slmllarity between poker-
Ilke games and problems of buslness operatlons, (29), no
exp]lclt examples could be dlscovered ln the llteratune'
Thus, lfi thls sectlon, a buslness nodel ls constructed to
parallel the 4-PG solved ln chapter 5. The broad prlnc-
tples on whlch the model ls based are as follows.
156.
Conslder a situatlon lnvolvlng 4 competlng manufact-
urers denoted by !r213 and 4. Each manufacturer must
declde whether or not to market a partlcular product and
thereby involve hlmself in a sltuatlon 1n whlch he w111
elther make a proflt or a loss dependlng on varlous assump-
tlons, whlch are glven beIow.
(a) The flrst assumptlon 1s that a hlghly speclallzed
product that has a l1m1ted appeal is belng marketed.
The manket has the property that lt w111 ultlnatelybuy from only one of the manufacturers. Three
practlcal examples of such a sltuatlon are:
(1) Vühen the market conslsts of only one customer
for example, a government department.
(11) When the market 1s so smalI that eventually only
the most successful manufacturer will be able to
operate 1n 1t. The remalnlng manufacturers wll1
be forced to cut thelr losses and qult.(fff) Wfren a monopoly situatlon can be establlshed by
one of the manufacturers.
(¡) The second assumptlon 1s that when the wlnning manu-
facturer emerges, hls total proflt wltl equal the
amount spent on advertlslng and promotlon by the other
manufacturers who have entered- thls competltlon. Thls
assumptlon may be Justlfled 1n the following way.
r57 .
It 1s known that 1n certain situatlons, sales, and
therefore proflts, may be dlrectly related to ad-
vertislng expendlture. If the maJor non-returnabl-e
cost lnvolved 1n thls buslness 1s that of advertls-
ing, and tf all the advertlslng ls such that ltbeneflts all manufacturens equivalently (f .e.
develops new sectl-ons of the market whlch w1II
eventually all be servlced by the f1nal wlnner)
then 1t 1s posslble that proflts w1II equal totalamount spent on advertlslng. A historical example
of thls ls glven by t'Ilnkler, (36), and coneerns the
devetopment of the tobacco lndustry ln the U.S.A',
around 1900, whlch was eventually domlnated by one
company. Durlng cerbaln periods of lntense comp-
etltlon whlch preceded this, l1ttle or no proflts
vûere made, but huge markets were developed by allmanufaeturers as a result of the priee cuttlng and
heavy advertlslng whleh took pIace. FlnallÏr a
slngle company vras suceessful 1n obtalning a mon-
opoly of over 90% of all the tobaceo trade, and
eventually made enormous proflts. It would not be
unreasonable to assume that these proflts were
dlrectly related. to the huge sums spent 1n advertls-
lng and promotlon by all manufacturers during the
perlod of lntense competÍtlon.
(c)
rs8 '
Each manufacturer, before he d'ecld'es whether or not
to enter the market, needs to rate h1s product 1n
some way. tr'or the purposes of thls model 1t w1II
be assumed that thls ratlng ls glven by some number
x, 0 < x 3 l, where thls value has the follow1ng
propertles.
(1) A clear and common understandlng of thls
valueexlstsamongallplayers'Thatls'each manufacturer, lf he had to value any
one of the products, would glve it the same
value as all the other manufacturens ' Thls
would, 1ri practice, arlse because those who
conslstently over-valued or under-valued
tLreir products would go out of buslness ' and
only those who could' glve an accurate value 'would remaln.
For example pawn-brokers and used ca?
salesmen must exerclse thls ablllty' wh1le
new car manufacturers must also learn to make
accurate, conslstent value Judgements of thls
tYPe'
(11) By conmon agreement thls value x has the
folIowlng meaning' Thls 1s best lllustrated
by an example. Consld'er the case of a used
car salesman who speclallses ln appralslng a
(d)
r59.
partlcular model of car. Because of hls
experlence he is able to rate any given ear'
l-n relatlon to all other ears of that type 'and. state that thls car 1s better than say
p7, of cars of this type . Then, 1rI thls case,
deflne x to be equal to P,/100 '
It J-s assumed that one of the four manufact-
urerslspreparedtolnltlatethecompetitlvesltuatlon 1n the follow1ng üray. He postu-
Iates that there may exlst a need for some
partlcuLar producb. Although he knows that
he w111 be able to manufactune 1t he does not
yet know Just how good h1s product w111 be
(1.e. he does not know hls own value of x)'
However, he 1s prepared, ãl the cost of 1 un-
Lþ, to mount a small advertlslng campalgn'
whlch w111 establlsh whether thls partlcular
product w1lL 1n facb find a market ' At thls
polnt the other three manufaeturers are ln-
formed of the results of thls survey, and
thus the competltlve situatlon 1s created'
Theotherthreemanufacturersrknowingthelrown value of x', must now make a decislon
whether or not to enter the market ' Thls
w111 lmmedlately lnvolve them 1n a cost of 2
(e)
(f)
160.
unlts for advertlslng. It ls assumed that
the competltors have certaln flxed pollc1es
establlshed. over a perlod of tlme, that
declslons are made ln some deflnlte pre-
determlned order. Condltlons are such that
all are aware of any declslons whlch are made.
I,rlhen all manufacturers have made known thelr
lntentlons, the last manufaeturerr now also
knowing hls value of x, haÊ 3 cholces.
(1) He may choose to drop out and forfelt
hls lnltlal outlaY of I unl-t.
(11) He may d.eclde to contlnue, but on equal
terms wlth hls rivals. Thus he lncreas-
es hls expendlture by 1 unlt to niatch
the total amounts outlayed by the others.
(111) ff hls product happens to be partlcular-
1y good, and because of hls good strat-
eglc posltion (1.e. he was flrst lnto
the market and has had the greatest
amount of time to consider the sltuatlon,
knowlng the actions taken by the other
players) ne may lncrease h1s outlay by a
further 3 unlts. Thls w111 lntroduce a
tendency for hls competltors to match
hls expendlture (at a cost of a further
161.
2 unlts ) as they are alreadY fu1lY
commltted and must contlnue. Not to
match this inereased expenditure would
fnean that they would certainly lose.
(g) The winning manufacturer 1s determlned ln the
followlng way. Inltla1ly, each manufacturer
computes the value of x applylng to hls own
product. Denote these values by x¡ ,x2 rx3,
and x4 respectively. At this stage none
of the manufacturers know the xi values
calculated by any of their rivals. There ls
some flxed chance¡ Q, equal for all compet-
itors, of maklng a last mlnute technologlcal
breakthrough, whlch, ls of such a magnltude
that, 1f achleved, it w111 ensure that partlc-
ulan competltor of wlnnlng the market. How-
ever, lf two or more manufacturers achleve a
slmultaneous breakthrough, then the wlnnen is
the one wlth the higher lnltlaI xi. If no
technological advances are made then the hlgh-
est xi w111 w1n.
8q.1, chapter 4, deflned the functlon Tn(x) where,
glven some random number r, 0 < ? I 1, then
I xiq<r<rn(x) = l^- [2+x;0<r<q
]-62.
Thus, uslng the above deflnltlon lt follows that the wlnner
may be deflned as follows. Each value of xi ls replaced
by tn(xi), and, then the hlghest value wlns'
Now, uslng (a) to (e) above, 1t 1s posslble to
formutate a buslness operatlon whlch completely parallels
the 4-PG. Famlllarity with the ll-pc and polnts (a) to (e)
above, will be assumed 1n the ensulng dlscusslon'
6. 3. 1. Deflnitlon of buslness model
Supposethatfourmanufacturersdenotedl,2,3and
4 are ldentlfied wlth players L,2,3 and 4 ln the 4-PG. In
the ensuing dlseusslon the 4-pC w111 be descrlbed and
lnterpreted ln terms of the buslness model '
Flrst, player 4 makes an ante of 1 unlt ' Tttls
corresponds to manufacturer 4 ln1tlal1zlng the competltlve
sltuation by outlaylng I unlt as described ln (d) above'
Next, the four players 1n the ll-PG are dealt hands xI rX2 r
X3andXr+.fhlscorrespondstothefourmanufacturerscalculatlng the goodness of thelr products 1n terms of the
variables x L tx2 txs and, x4 as described ln (c) ' Now'
beglnnlng wlth player 1 each player, lri turn, decldes
whether or not to enter the game by maklng an ante of 2
un1ts. Thls same sltuatlon occurs 1n the buslness opera-
tlon (see (e)), wlth each manufacturer, 1Ê turn, declding
whether or not to enter the competitlon at a cost of 2 unlts '
163 .
Player 4 may novl drop out, play ohr or double'
thereby forclng hls eompetltors to doubte. Thls also
occurs ln the busl-ness mod.el- and ls descrlbed 1n ( f ) ' where
manufacturer 4 also has the option of dropplng out (and for-
feltlng I unlt), remalnlng 1n the market (at a total cost of
2 unlts), or d.oub11ng hls expendlture (to a total cost of 4
unlts). At thls stage of the 4-PG all hands xi are
lmproved by the transformatlon Tq(xi) as glven ln eq.I
chapter 4. Exactly the samê, procedure ls used 1n the
buslness model and thls 1s descrlbed 1n (g)' The wlnner
1s then ld.entÌfled ln the same way ln both cases. The
4-pG allows the wlnnlng player to take all bets made, whlle,
the business moctel allows the wlnning manufacturer a proflt
equal to the sum totals of all amounts spent by hls compet-
ltors, as descrlbed ln (b).
Hencerthesolutlonfoundforthe4-pCmaybe
dlrectly applled to the buslness mod.el, and each of the
four manufacturers can conslder h1s value of x1 (goodness
of product) to be equlvalent to a hand xl 1n the 4-PG,
and take actlons in the buslness sltuatlon corresponding to
the ones +.hat he would' take 1n the 4-PG'
6.3.2. Dlscusslon of buslness model
The dlscusslon above showed how a buslness operatlon
could be deflned to parallel the 4-PG 1n such a way that the
optlmat strategy for the {-pO could be applled to the busl-
164.
ness model. Thls suggests that othen buslness models of
thls type may also be studled and solved by means of the
theoretlcal methods developed ln thls study. The above
example also lndlcates, ln a practlca] way, the close
connectlon between buslness and poker.
]-65.
CHAPTER 7
SUMMARY, CONCLUSIONS AND
DISCUSSION OF NEhr hrORK
7.L Summary
This sectÍon w111 summarlse and dlscuss the work
carrled out ln thls stud.y. The lnltlaL j-nvestlgatlon of
the problem of solvlng poker-I1ke games, revealed the
followlng polnts.
(a) A revlew of the llterature showed that poker
uras amongst the most dlfficult of card games, and
that a signlflcant amount of work had. been
carrled out 1n thls area by Bellman, Friedman,
Kar1ln, von Neumann, Restreppo and others.
However, the ganes solved could not be applled to
any commonly pfayed varlety of poker. Thls was
because the problems posed by poker-Ilke games
were sufflclently formldable to restrlct the
workers noted above to relatlvely slmple analyses.
(b) Apart from the v¡ork of F1nd1er, no treatment of
poker simulatlon was noted ln the llterature.Thls was surprislng because:-
(1) Slnulation of poker offers a worker
the capablllty of evaluatlng optlmal
strategles and of testlng the va1ld1ty
of theoretlcal resul-ts.
L66.
(if ¡ A poker slmulator coul-d be adapted topfay lnteractively wlth human opponents.
Thus slmulatlon appeared to offer attractlveposslblllt1es of glvlng further lnslght lnto the theory
of the game of polrer.
(c) A revlew of the llterature showed that the maln
dlfflculty 1n applylng game theoretlc methods to
poker arose ln the solutlon of the resultantequatlons. It followed that the appllcatlon of
numerlcal methods mlght yleld useful results.However, thls approach had not prevlously been used
for poker, and no sultable algorlthms u¡ere found
to exlst. It was probable therefore, that the
numerlcal approach nlght requlre much new work.
(d) Flnal1y, desplte comments by varlous wrlters (L9,29)
on the connectlon between poker and buslness
operatlons" no appllcatlon of poker resuLts to a
practlcal problem, could be found. Thls suggested
that an lmportant sequel to a bheoretlcal- study of
poker should be an appllcation of theoretlcalresults to relevant problems.
The foregolng consideratlons Led to the work of thlsthesls belng carrled out 1n four maln parts aB follows.
167 .
.2 ach to the blem OS s thes s
(a) Slmulatlon of poker
The flrst part of thls work, see chapter 2, dealt
wlth the simulation of poker. Durlng thls research the
followlng ,,c gults tüere obtalned.
(1) probabltltles of wlnnlng wlth poker hands
were deflned and calculated
(11) values were obtaíned for computatl"on tlmes
for the slmulatlon of Poker
(fff) a rnethod of determlnlng optimal strategles
uslng slmulatlon was presented but was shown
to be lmpractlcal, as too much computer time
was requlred
(fv) the slmul-atlon program was modlfled to play
poker lnteractlvely. However, thls part of
the work could not be carrled through to a
satlsfactorY concluslon because :
1. sufflclently long poker sesslons between
the machlne and human players could not
be arranged
2. poker needs to be p1e'- yed for money 1f the
results are to have practlcal slgnlflcancet
but thls could not be arranged 1n the
clrcumstances of the work of thls thesls.
168.
, As a result of the work done 1ü was concluded
that slmulatlon offered a posslble method of solutlon
bUt there v,rere Conslderable computatlonal dlfflcultles
lnvolved. Aceordlngty, a prellrtlnary study was made
of a game-theoretlc approach and thls appeared to
offer good prospects of achlevlng a solutlon more
easlly than slmulatLon. As a result the slmulatlon
studles were dLscontlnued.
(b) The Eame theor etLc ârlNPôâ. ch for so'l vl no eâmes and
numerlcal methods
The game-theoretlc approach to the study of poker-
11ke games requlred the solutlon of certaln compllcated
equatlons. Research showed that these equatlons could
be most convenlently sotved uslng numerlcal methods'
but a survey of the llteratr¡re dld not reveal any
appllcatlons of such methods to poker-}lke games.
Hence, much work was carrled out ln thls area, âb
1nltlo. This work ls descrlbed ln chapter 3 and forms
an lmportant part of thls studY.
The maln results of thls work are as follows'
(1) Two numerlcal algorlthms capable of solvlng
poker-llke ganes were prograrnmed. The first
of these was a modlflcatlon of Rosenfs method
(31). However lt was demonstrated that thls
169.
algorlthm was too slow for the purposes of this
( il)
work.
consequently a new lterative method called the
lookahead (LAH) algorlthm was formulated'
Thls operated on a lookahead pr1nclpIe (as
descrlbed 1n chapter 3) and proved to be three
tlmes faster than Rosent s modlfled method'
(c) Solut of realist c poker-Ilke games
chapters 4 and 5 descrlbe the work carrled out
lnapplylnggametheoreticmethodstoaco¡nmonlyplayed
varlety of poker. Thls research was structured as
fol]ows.
(i) Slnce the game considered was too com-
pllcated to treat ln 1ts entlrety, the rules
were carefully simpJ-lfled' ln such a way
that much of the essentlal character of the
game remalned unaltered.
(11) In the course of derlving payoff functlons
for thls game a muLtl-dlmensional lntegraltwhich commonly arlses 1n games of thls type'
was encountered. Its eval-uation for the
n-person case presented conslderable
d1fflcult1es and merlted treatment 1n a
separate appendix (Appendlx A).
170.
(111)
Thls result played an lmportant part 1n the
method used for solvlng the 3 and 4 person
poker-llke games, and could be extended to
poker-Ilke games lor 5, 6 and 7 players.
Next, the lookahead algorlthm was applled
to the payoff functlons and the game solved.
This solutlon had several new features.
1. Prevlous research 1n thls area had only
considered poker-I1ke games wlth no more
than three players. '''-:'oy were not
sufflclently reallstlc to have any broad
practlcal appllcatlon to real poker wlth
more than two players. In thls study, by
uslng the resutts obtalned durlng the work
on poker slmulatlon, lt was posslble to
relate the solutlons obtalned to a real
game of poker. It was then found that
the theoretlcal optlmal strategles agreed
wlth the strateEles recommended by . rr¿ttÀ.{}{" trLvy, ¿.r.rv{, çt\ Ños. 4À;¡1¡.tu."a ';u¿l-os r.;*u* l"a^ð w1u'wÜoaffifffäå"'êå"';Iåffii;
/, 30 ) . For exampre ,
mlnlmum hand requlrements, when flrst to
enter, agreed closely wlth the work of
Reece and ldatklns , ( 30 ) . AIso the
dlsadvantage of playlng last was demon-
strated analytlcat1y, and lt was conflrmed
LTl..
that players closest to the last player
had the hlghest expectatlons.
2. Comþuter runnlng times requlred to deternllne
the solutlon were recorded, and lt was noted
that, usfng present methods, too much
computer tltne would be regulred', 1f more
than 4 person games were to be solved'
(d) Practlca1 aopltcatl-ons of thls work
Two appllcatlons of thls study to practlcal
problems are presented 1n chapter 6' The flrst
appllcatlon descrlbes a game theoretlc approach to a
problem 1n networks. Thls work deflnes the network
to be a game between 2 ot more players. ThlS gane can
then be solved by the methods glven 1n thls study.
The results obtalned. by thls approach have proved use-
ful ln the analysis of telephone networks ¡ âs they
d,eflne a new crlterlon of optlmallty, (16) '
The second appllcatlon deflnes a business
operatlon lnvolvlng four manufacturers, who must
declde whether or not to market a neür product. Thls
buslness operatlon 1s dr{;¿ol \- pa",.1l"t .,,-.,:;.,.+.,i'.,-r.('"
'" the 4-person poker-llke game. Thus an exact
crlterlon of optlmallty that can be applled by each
manufacturer when dec1d.1ng whether or not to enter the
market follows from the solutlon to the poker-l1ke game'
L72.
Furthermbre, thls soLutlon also lndlcates to each
manufacturer the amount of h1s expecteö proflt.
7.3 Further areas of research
(a) Simulatlon
As a result of the work carrled out on the t
slmulatlon of poker, lt appears that further research
could be dlrected 1n the folLowlng areas.
(1) In chapter 2 a theoretlcal method ls descrlbed
by whlch slmulatlon could be used to determlne
optlnal poker strategles. But experlmental work
showed that thls approach was computatlonally too
slow. A nevù approach to thls problem would be to
study the }og1caI processes by which an
experlenced poker player analyses the game, and
ls able to adapt h1s strategy to glve hlmseLf the
best results. Perhaps, as a result of such work,
fewer games would need to be slmulated to determlne
optimal strategles. Thus the total amount of
computatlon would be reduced and lt would then be
feaslble to carîy out these calculatlons, on a
computer, ln a reasonable t1me.
(11) U1tlmately, the success or fallure of any poker
playlng program can only be measured by play
agalnst human opponents. Thls can best be canrled
out by uslng lnteractlve poker programs under
LT3.
reallstlc playlng condltlons. Money should be
used 1n such experlments, and the poker sesslons
should extend over many hours. Resul-ts
obtàlned from such experlments could be
analysed. to glve further lnfofmatlon about þoker'
to determlne weaknesses 1n the program and üo
lndlcate ways 1n whLch the program log1c mlght
be lmproved.
(b) Numerlcal methods of solvlne Aames
Slnce lt would be of great practlcal lmportance
to solve more complicated games, new research ln the
area of numerlcal methods of solutlon should be carrled
out. One polnt of departure would be to carry out
further work on the Lookahead algorlthm. For examplet
the varlous comblned effects of alterlng the degree of
lookahead, the ratlo between successlve step slzes
and varlous other parameters of the algorlthm could be
studled. In add1tlon, completely new approaches to
thls problem, could be attempted. A posslble source of
new ldeas lies ln the analysls of the human' lntultlve,
approach to the solutlon of games, t¡y whlch glfted
manAgers achleve favourabLe outcomes |n sltuatlons of
great complexlty, ( 35 ) .
]-7\.
(c) Solutlon of more comollcated eames
It would be feaslble to solve a J-persÔn poker-
I1ke game, bV game-theoretlc methods. There are'
however, two obstacles.
The flrst dlfflculty 1s the large number of
strategy varlables (many hundreds), whlch would arlse
1n the analysls of thls game. New work may dlscover
means of representing the strategles uslng a smaller
number of varlables.
The second dlfflculty arlses ln solvlng these
games. Obvlous}y, lmproved numerlcal methods, w1ll be
of assistance. But, another app:-'oach mlght be to devlse
a technlque which uses the algebraic method of
solutlon, solved on the computer, by the methods of
symbollc manlpulatlon.
(d) Appl1 ed qames theorv
Game thei.,.; ccii¡ Je apririled to a wlde clrcle of
problems. UntiL nol^J, as e consequence of the ..-tifflculty
of flndlng solutlons, wopk in thls area þas met v¡lth
tlttle pracblcal success. However, work cr''
appllcatlons shouLd contlnue, because any progi:ess
would be oí" pi,acticaL use, as þas lreen particularly
demonstrateo ln chaPter 6.
L75.
In partlcular, the new work on the game-theoretlc
approach to netwörk problems has ylelded useful
results and work ln thls area 1s belng contlnued by
another researcher.
176.
APPENDIX A : EVALUATION OF PAYOFF IUNCTION INTEGRAI,
.A..1 . Introd.Jrctl on
It was found. thrat, in the course of this stud.y
(see chapters 3r4r5), a certain integral arose repeated.ly.
An intensive search of the literature revealed. no publlca-
tion deallng withr this or any other related. integral.
Accord.lnglv, a method. for tþe e.¡aluation of this integral
was d.eveloped., and. is presented. in this appencLix. This
integral is d.eflned- j-n the foll-owing way'
Let
Xï'¿(*nr"'rx1)(w;Lrt
bn
tJ
Xn =ân
i=1i/nlf xn>
ifxn<for allfor any
¡ ' o rll (t )X1X1
then the required. lntegral is
lLbbn b1 ... I
xL=ãL
xH '¿ XH r¿ (*n, ., .x1) dx1. . .dx¡
(z)â¡ at
where â1 ( br for i=1 ,. . .o.
Thls lntegral wil-I be evaluated. in the followlng way.
Flrst, the case rt=Z will be consid'ered'' It w111 be
shotrn that ttrere is a relatively straight forwarcl, graphic-
al nethod. whlch can evaLuate this integral, and. whlch, ifi
theory, could- be generalised.. However, it will then be
proven that it is not practically possible to extend- thls
inethod. to the general case ("rty value of n)'
IT7 .
Accord.ingly this lntegral (for n=2) ls evaluated.
by using a more cLifficult a1d. less obvious technique, uhich
carLe however, with some hard.shlp, be generaliseil to give
the result for arþitrary values of rlo The valld.ity of
the etæression f or,¡nd. is then checked. by comparison with tTre
results from a monte-carlo nethod., which is ltselfr howevert
shown to be too slow and. inaccurate to be used. here.
^.)- l'ìq'l nrr'laf.lnn nf inf.core] fon n-2
The lntegral will be calculated., for the case rt=2c
by two method.s. First, by a graphlcal method., and' second-t
by an algebraic nethod..
4.2.1. Calculatign of 1nlegrat for, 4=2 bY-a qraphical
method.
lf tt=Z then €esc 1 and. 2 take the form
xU'¿(*ry)x> yx<y_fw-L¿ t
,ifif 3)
and.
xE'¿ (4)
X=â Y=C
ConsüLer the case c <
figure.A,.1 below illqstrates the d-omain of integration.
t: :l f f xH,¿ (xry)dxdy
u8.
FIGT'RE A.1 DiagonalvA Y=x
I
d
x
The d.ouble integral is taken over the quad.rilateral PQSR'
However, inthat part of PQSR which is below the line
ll/Y, x. > y, and. hence, from eq,3, xU'¿(*ry) is constant
over ttris reglon, ârrd equals 1M. Similarly, Xä'¿ (xry)
is constant over the region insid.e TVIISR and. equals l.Accord.ingftrr ,
ca
1a
X=â V=C
area lnsid.ePSSR
area insiilePQWT
xU,r(*ry)dxdy
"LU,¿ (*ry) dxdy
xU,t (*ry) d.xd.y + xä,¿ (*,y)dxdy
fftl
tftt IIarea ins id.e
ÎVIISR
w d.xd.y +
sid.e
t d.xd.y
sid.ePQliyT TUISR
r79.
= t^l (area inslde PQI/íT) + 9" (area lnslde TI¡ISR).
By the geometry of flgure 4.1 lt may be seen that:-
area 1nslde PQI,rlT = *(b-a)¿ + (¡-a)(a-c)
anea 1ns1de TI¡ISR = å(b-a)2 + (¡-a)(d-b)
Thus
(5)
(6)
xT'sbd
ac
d
1. O<aSc; OlbSc; c
dI
2. 03ale; clbscl; c
3. 03alc; cl<b<l; <t
l
t: :l*T" =r,(b-a) ( a-c)
l =w[ * (u-a) 2+ (¡-a) ( a-c ) ]+r, I I ( ¡-a ) 2+ (¡-a ) ( d-b ) ]
There are, ln all, 6 posslbllltles of the above type'
and these are enumerated below along wlth the correspondlng
values of
',rw , ßr\2 tbd
ac
ab
a
t" :]ïÏ' r,=sr. *(t-a) 2+1,[ (¡-a) ( ¿-c)
-l(b-a) 2 l
c
a
b
*ï'ol-o ul-rt
*( a-c)2+(a-c) (u-a) ll_a cl+r,[ å(¿-c)2+(¿-c)(c-a) ]
180.
h. clastl; clb<tt;
5, c-<actl; tl<b<l
=r[*(¡-a) t+(¡-r) ("-"
+r,[ å(b-a) 2+(u-a) ( ¿-b)1)l
d
c
dl.
c
t" :]a b
ab
#.,1
*T'u
*T,nl-o ul=rtå(d-a)21
- [" "l**¡(b-a)(d-c)-å(d-a)2]
6. t[<a<l; tt<b<I
cl
c
b
The above results may now be employed to evaluate
thls lntegraI, and a fortran functlon was wrltten to do thls.
However, 1f this method of evaluatlon 1s applled to the
lntegnal wlth n=3 then lt may be seen that 90 cases arlse,
and 1t would be extremely dlfflcu1t to tabulate all of these t
let alone attempt to apply thts method. to the case when n=4
or more. Hence, as lntegrals of dlmenslon 3 and hlgher
must be evaluated later, ão alternatlve method 1s developed
1n the next sectlon.
a
A"2.2" C â l eìrl,ì tion 'inteornl for n-2
181.
bv en a]-sebraic
methoit
An algebraic rlethod. for evaluating Xä ¿
H,t (*,y)dx dy
t: :lwil-I now be given. This rnethod. is based. on the icLea of
expressing the integral as the sum of l+ separate sub-
integrals, each of utrlch may be simply evaluated'.
First, wrlte-l¡ d. I .b Fx
xä'¿l_u "J = I I xu,'¿ (*,Y)d'xdY+ fiïNow d.efine
Thus, by eq.8
and. hence
x=â l-xSubstituting eqs.8 and. 9 into eQ"7
X=fl 'f=C fi=fl $=X
Èl¡xl^bFrc
"Ï '' L' "l = I I xl'¿ (*'Y)dx dY
X=â Í=C
Q).
(s).
(g)
ÉIt xl þ ,*
"î''L' .l = I I x\"(*'Y)dx crY
X=fl g=d-
5lb xl "b d-rî''L" .l = I J *\,1(*,y)¿x ay
xä' Lbd.ac = J\'tt l
b
a
xcI -ri"[: ä]
In ord-er to eval-uate J L ilef ine
(to)
182.
g = nax(min(b,c)ra) (tt).
As will beeome apparent Later this particular choice of g
has been mad.e becairse, since a(b aniL c(d. (see eq,.z) it
follows thatt-( i) 1f c € [ ",b]
then B=c
( ir) if c < a then B=a
(iii) if c>b then B=b
Next expand eq-.8 by intnod.ucing g into the 1im1ts of
lntegrationx
X-â $=G
b
a cJI'¿
JT'¿bxac
K\, ¿
KH '¿
XE,¿ (*,y)dx dy
fry,l, ¿ (*ry) d.xd.y+ xä,¿ (xry) d.xd.y
x-$ f=cX=@ )r=C
and. let
and.
[; :] = f f.u,¿(x,v)dx öv
bx
(tz7
(13)
bg :]
X=â /=C
rr"\,¿ (*ry)¿x ¿y
X=$ $=C
then eq.12 becomes
,ï,,[: :] = Kr,,[: :] + K\,1 gc
18 3.
Finst oonsid.er KT,¿[:
:]
It wl1l be shown that
for the 2 Bossible ceseê cÞa and.
( r) c>a
In tfrls case lt follows from eq.11
thr¡s aà8. Hence as y e. [" rx]
and. so XH'¿ (*ry) = A from eq. 6.
Now
t= ¿ G-a)g+a_c
](=fl }=C
(14)
C( â"
that g - min(brc), and.
and. x € [rrg] then xly.t
KT'¿
K\, t
[: :] x. l
[::] = f f *r'¿(*,v).dxdv
/ dxdy
X=f. $=Q
and. hence eq.14 hol-d.s,
(t) c<a
Again fro¡n eq.llr c(â lmplies that 8=a.
gx
l= r rHence KI,¿ acX=â l=Q
xH ,¿ (*ry) dx dy
= O as the variable x Ìras zeto rarrge'
Thus, again eq.14 hold-s.
Hence eq.14 alwaYs Ìrold-s.
Next,usingtheSamemethod-itwillbeshollinthat
= w(t-g) ÞLg c
18 4.
lc(b and. c>b"
thus 8àc "
then x>Y t and. so
l may be calculateiL,
Kå'¿bxge l (15)
2
Again consid.er the 2 posslble cases
(") c<b
From eg.11 c E = max(ârc),
Hence as y€ ["r*] and. x€ [g'b]
XU,t (*ry) = ur from eq. ¿+.
Thrr^s¡ âs before, KE'x
and. it is founil that
bxgc
Kä, tbxgc
- Kl-'x
l l= w(¡-g) þ+g c2
(¡) c>b
The same argument as ïuas used. earlier rnay be employ-
ecl to show that g=b and. that consequently eq.15 hold-s.
Hence eq.'15 hold.s for all câsêsr
From eq,.13
rT,,¿b
a
x
c l l lgxac + KU,T
bxgc
where from eq.11,
15
g = max(armtn(trc)) and- uslng eqs"l4 and'
bl¡ xl,î,'L: :] = t(e-a) [E- - "] + w(t-e)[V - "]
r85.
b+h c
( 16)
çtt)By a slmilar means 1t may be shou¡n that
if h - max(arrnin(¡ra))
rhen ,l ,, [l äl = ¿(n-a)l-+- - "] * *(r-h)[" Lu -J
l o2
( 1s)
By substituting eqs.16 a¡lct 18 into eq"1O it is found. that
ry,¿bd.ac t= ¿(e-a) g+a
c ]**{r-s)Ff cl2
where
is glven by eq.1!"
4.3 Genefalisation of the algebraic method
The method. usecl above for the case rt=Zc rnay be
extend.ed., with some d-ifficulty, to the general n-d-j-mensional
case. The general approach is to express the integral as
the sum of several integrals, each of which may be
ind.ivid.ually evaluated.. This is carrieiL out in several
stages.
- r(n-a)[ry - "]-"to-")F* - "] (rg)
g and. h are d.efined. by eqs.11 and- 17 nespectively'
Thus, ttre integral dlb d_l
xg,, L " "l
186.
First, the integral. wil1 þe split into zr'-t sub-
integrals, 1n an analogous manner to the CaSe for r=2.
second-Iy, a set s will be d-efined, which may be used' to
e)çpresg more convenlently these 2n-L subintegralsn
Finally, each of tþese subintegrals will be ind-iv1d'ua11y
evaluated to give the final result.
In what fo110ws 1t will be convenlent to d,enote
xH'¿(*nr.. rx1)ô*n-1n.'d.x1 by tb)t.
From eq.2
xH,¿ t
bn þtâ¡o.râ1
bn b1
â¡o.oâ1 Xl'¿ (xr,, . . .x, )dx¡'''dJ('
,r$ +
L
Jtn =Bn
Hence expand.lng tl-is integral-
] =-"{ïl-.
x:-=ãt
n-1XH '¿ oco
- t=ân- 1 X1=ât
vit dxnn-1
aaa
taoc
n
Xn- 1=ân- 1 X1=Xn
n- I n n- 1 ,)
^n-4n Xn- 1=ân- 1 X1=â1 Xn- 1=ân- 1 x1=b1
dxn,1,*rr,
n- 1aaat
I
bn b1
â¡oo.â1
naat
( zo)
Thus ee. 20 may be furtTrer expand.ed- to give
trI\t_
n- 1aoa
,ir, Tn
ItnX
Xn- 1=ân- 1 Ï2=fla X1=â1 X¡* 1=â¡- 1
2
l*=ân
n
X2=Xn Xf=â1
lV)U
XH, I
n-1
a ao
a ao
n-1
aaat*+
n-1a aa
n-1
187.
tt?, dxtt
tt& aaa
X¡* 1=â.¡- L &Z=dZ X1=b1 X¡- 1=ân- t
Jî¿F{- tv
Xn-1=8n-1 X:-=ãL Xn-1=ân-1 ]f'2=b2 Xt=4t
n-1 tyÐ+
t), dxn
taa
Xn- r=an- L XZ=ã2 Jf-¡=b¡ Xn- j-=ân- t Xz=þz X1=b1
By repeating the above process the final result is
bn þ1
â¡o.râ1
naù a
'sÍrt - f"... f" f*'.Xn=ân Xn- 1=ân- L XL=ãt X¡- 1=ân - alf'2=à2Ï-r=bt
tltll
Xn-t=ân- ¡ X.2=b2 Xt=ê1 Xn-t=ân- t :r'z=þz X1=b,r"...r" /"" r'... r" r'
+(-1)n'' (zt)
X¡- 1=b¡- 1 x1=b"
8q.21 nay þe expressed. 1n a more convenlent form, but to clo
this some new notation must be lntroiluced-.
1BB.
Define the set
S = ["n*r. e."ucal where c¡ = a¡ or bJ. (22)
Let the set J be the set of all possible Sr (note that
there are 2n- L d.if f erent S which may be f ortned. as there
are 2 possibilities for each element CJ, and. there arie
n-1 elements in S).
For any Se J d.efine a fi¡nction
p (s)
xl ,
ofbofb=[:
1;1i
if the no.if ttre rroo
elements 1n Selements in S
J
J
evenocLd.
r-gis
(zt)
Def ine YH:Í ("n-r-, o..c1 rxn)
.](- ^X-l"... I XH'l(xnr.e .xr)dx"...d.x¡ttXn- 1=Cn-1 X1=C"
then by inspecting eq.21 it may be seen that this equation
can be ï¡rltten
bnzH'¿
â¡ Cn- 1 . . . C1
SeJ l> p(s)YHrl ("n-" ¡ . . o c1 ¡xn ) ( 2l+)
n
T,
t
nbn b1
â¡oorâ1
*=ân
Now d-efine
lthen eq.24 becomes
X=ân
Yfr¿Í (cn-r e.. rcl rxn)d.xn Q5)
XH, 2
Then
bn b1
â¡r.oâ1 l > p (s) zH,¿SeJ Cn-t.. rC1
l
(*-" r ) dx
d.
An Cn-tr. rC1
[::
1Bg.
+
(26)lIn evaluating
zl'¿
b
â Cn-1o..C1
þn
â¡ Cn-teoeCl
the ord.er of evaluatlng wlth respect to cn-lro..c1 , is
lmmaterial, hence there is no loss in generallty in assurnlng
that cn-r >
The following lemma will þe useiL to evaluate
,o,rlo^ l.-" L"n cn-1...C1J
Ï,emma
Def 1ne
cL = mln(max( ân r cn- " ) ,bn ) ( za)
ancl
ïlIn (2e)
(;o¡
L
zN, ¿
X=â
= ¿ "U/n
bn
â¡ Cn-t...C1 lbn
-F w.Tll¡ d. Cn-1orrG1
(
190.
Proof
Consid.er ttre foJ.J.owing 3 eases.
a) ch-r <
Frorn the d.ef initiorr of d. it foJ-lows that d' = ân'
As â¡>it follows that lf xn € [anrbn] attd
x¡-1 € ["n-rrxn]r..ex1 € lcrrxn]
then xn 2 max[*n- ",
. . .xt J
andhence Xl,t(*nr.."x1)=ïtr fromeQ.1. 3l)Hence from eq.25
b
l?rH
"n
â¡ Cn-to. rG1
Xn=d Xn-t=Cn-1 X1=c1
xH'l (*n, . . . x1 )d.xn. . .d.x1
ïyd.xn . o . dx1 f rom eq. J1 .
rr aaa
rXn=d'
n
IXn n
v-^
^D- 1-vft- 1 Â1-"1
I]n
t
tL
=W
X=Ô
(*-" r ) dx
n
tb
=ï/Wn d cn-1...c1
191.
And. as Wnd.
An Cn-1oorC1
_^ v -ô^n-an ^n-1-vn-1 ^1-v1
anit expand.ing this integral
- O because ân=d it follows
x\' ¿ (*n, .' .x1 ) dxn.' . d.x,
lthat eq.29 hoId.s in this câsê¡
(¡) cn,r€ [an,bn] 3z)From the d-efinition of d-'
d. = min(max(ân r cn- r) ,br,) and using eq.32
it follows that d. = min(cn-rrbn) = cn-r , 3l)
When xn € [ar,rcn-r] and xn-r € ["n-r rxn],
then xn-1 >
x1,¿(*nr...x1) = !, . (¡+)
Similarly, when xn € [cn-rrbn] and. xn-r € ["n-rxn],xn-z € ["n-r rxn] r. o .x1 € [c1 rxn], since in eq"2J cn-t
has been d.efined. in such a way that cn-r >
it follows that
xn>
and- thus XA,x (*n, o o.x1) = w from eq.1. (lS)
Hence from eq.25
b
lzH'xn
An Cn-1o. oC1
aai
n
/" r" aat
Xn=ân Xn-1=Cn-1 X.7=C,
xH, ¿ (*n, . . .x")d-xn . . .d.x,
r92,
+ i'" f" ..i f" xH,¿(*nr...xr.)d.x...d.x1llt'"Xn=d X¡-1=G¡*t Xt=cl
Now employi-ng tlre fact tlrat d. = cn-1 and. apþlylng eq.s.34
ar..d- 35 thls lntegral may be written
nþnAdxn...dx1
n
¡.ò flzI't ân Cn-1...C1
Xn=ân Xn-t=Cn-t X1=Ct
+
fXn =ân
d_
lWn an Cn-tonrCl
Hence eq"29 hold.s.
(") Gn-1 ) b.n
FirstNow lf
Xn =d. X¡- 1=C¡- L Xt=QLrn
+ ur l/ifn
wd.xn...d-X1¡aa
Ln
tñt (*n-. r ) ctxn + vu fo''= 1
*^luigi(xn-c, )dxn
lbn
d. Cn-1'..C1
lhis case is nather slmilar to
d = miïr.(*r*(ânrcn-r)rbn) = mln(cn-1rbn) = b¡'
xn € [ an ,bn ] and. xn- 1 G ["n-, ,xn ] ,
xn-a ê ["n-"rxn] rrorxl € latrxn],
(r).
then since cn- r Þ maxlcn -z'- .. . cl J, 1t follows
193.
that XN'¿(*nr...x1) = !'.
Hence from eq"ZJ, ca31.ying out the ealculatlon in tlre same
way as before it can be shoum that
/Wo
n
Furthermore bn=dn implies that TVn d cn-1crrC1
thus
z\,¿ lbn
an Cn-1...Cd_
an Cn-t...Qa I
n
An Cn-too.C1
d.
An Cn-foo.C1
b
l o
tb
+zl,x = [Wn
n lb
+ UrWn d Cn-1. o.C1
and. eq.50 hold.s.
This completes the proof of the Jemma.
Now eqs.28 JO may be useaL in coniunction with
eqs . 22 ,23 and 26 to. glve:
lbn b1
â¡.roâ1> p(s)zï,x
SeJ
n
an Cn- 1 . . r C1tb
xH '¿
where
(]0)
l /Wn l¿bn d
an Cn-1n..C1
lbnd cn-1c"oG1
ZY, an Gn-t.. oC1
+ urvfn
194.
d. = rnin(nax(ân rcn-t) ,bn)
w"L: ""-1cc.",-l
= I iil'(*-"')a*X=â
and. Sr,rrp(S) have þeen d.eflned. earJ.1er.
Exa'nPle F ¡" ba br -l
r,q.36 nay be used to ftnd xä'J L ;; "; ";l
,
Using eq.22 Let,
S1 = [.a, ,atl, Sp = [a"rb, l, Ss = lbrrarJ,S4 = [b, ,b, J,
then by the d.efinitlon glven earller J = [Sr.rSrrS"rS¿ l,and. uslng eq.23
p(Sr) = 1, p(sz) = -1 , p(ss) = 1, p(s¿) = -1 .
Also fron eq.29
Vl¡ lb
àQzC1 x-cfr(t=1
d.xt)
X=â
X=â
(x'- ( cr+c, ) x+er c, ) d.x
= t{t"-at ) -}(cr+cr¡ ltz-az ) +""c, (u-a)
Thus from eq.JO
r95.
zä'¿ lWsl l lb3
a3 c2 c1
d
âs Cz CL+ wlllg
bnd- cz cL
where fnom eq.28 d = nin(max( àascz) rb").Hence substltuting into eq,.36
xä ,¿ l :l l
l
b3 b2 b1
a9 ã2 aL - zU'¿bg
âs ã2 Aazl,¿
b3
âs azb
ßt)b3
âs bz brb3
â3 bz d1+ Zä'¿ t
A fortran subroutine TI¡as programmed. to evaluate
this funotlon.The integral Xl,
the same wâ$.
From eq.J6
may be evaluated. int b¿ brà.1 .otã.1
xl '¿ l lb¿ b1
Ð.1 ..oã'7 = Zf ,l
- zl'¿
zl"
âs ?2 A1
aL âs bz at
b4
ã1 bs ã2 ãa
b¿
ã1 bs þa aL
zr ,t
+ ZY.'t
b¿
&1 âs ez bt
b4
ã4 s's bz bl
b1
8¡, bs dz bt
b4
8,1
b,
ll l+ Zl'¿
t l l¿b4
a4 b3 bz br+ zl,,¿ zl,
196.
Now from eet2)
Íl,r l
+
ba'Cs C2 C1
fi (*-", )a*
(c"+cr+c" ) (¡t -a" )b4 -q1
34 +
(crcr+c, ca+cpca ) (¡=-a' )2
lfrr¡s using eesoJO and. 38,
zl,¿ = [W,lþ¿
AL Cg Cz Ct
d.
A4 Cg Cz C1 tb4
+ TtrlV¿ d. ca cz cl Iwith d. - rnin(max( ãs gez) ,b" ) .
A fortran function was written to evaluate thls
integral.
A.l+. Use of monte-carlo meth!¡d. to check valid-ity of the
algebraic expression
A stand.ard. monte-canlo method. has been used to
show that the analytic elcpressions obtained. for
Xä '¿ lb3 b2 blâs à2 àa
arrd. Nl'xbL b1
Lcctã.¡
are correct. .A.s the method. used. 1s a standard. onet
d.etalls of the procedure ï1111 not be given here but may be
for:rrd- if required. in (1il. Furthermore the rand.om gener-
t97.ator used- has been tested. and- found. to be satisfactory"
Details are given in append.ix B.
The table bel-ov¡ glves the results of an investiga-
tion where values ofvw./13 ¿
bs
âs
bz brã2 ar
were calculated. for iliffering values of al ,bt using the 2
method.s, The monte-carlo method. employed. 1OrO00 random
points (see (SÐ for e:çlanation), and. rlv TI/as set to +5
anil l. to -2o
Closer agreement between the 2 sets of figures 1s
obtalned when the number of random polnts used by the monte-
carlo method 1s lncreased. For example, 1n the worst poss-
lble case, the |E}il Ilne of the table shows that for 10,000
polnts the monte-carIo method glves a value of .0032 wh11e
0. 3333o.0l+17
-0. t2l+T0.00000.0000o.04150.0023
-o.0255-o.02670.0083
-0.0330
0.36980.0\29
-0.135?0.00000.00000.01+160.0032
-o,0255-o.02690.008?
-0.0325
I10000000o0
000000900Boo
500500900Boo?00800306
0.0000. 5000.5000.2000.0000.2000.2000.600o. l+oo
0.2000.100
III00000000
000000000T002002006oo5008oo6oo8oo
00000000000
0005005007002001005002006oo500300
11I0I000000
0000000009oo000?oo700?007ooT00\oo
00000000000
00050000100000l+oo
hoohoohoohoo200
(1)(z)(3)(h)( r)(6)(r)(B)(e)
( ro)(u)
AnalyticMethod
Monte-CarloMethotl.
bsâ3b2d2brê1
198.
repeating the cal-cuJ-ation usÍng 1Os points (and. taking
20 sec. of copc time) glves a value of .0024 whlch is
much nearer to the correct a¡rswen. Hoïr/ever this was not
d.one !f1th the remaining set of results for reasons of
economye Thus the results serve to confirm the accuracy
of the analytic expresslon given by eq.JJ"
Note that the monte-carlo method. could not itsel-fbe usecL to evaluate these integrals because it is¡
(") too slow (Z sêc. per 1O,OOO points)
(¡) not sufficiently accu::ate unless exceptlonal--
ly large numbers of points are us ed."
The valid.ity of the analytic ercpression obtalned. for
Nl 'tba b1
â4o."â1 lwas conflrmed. in the same ï/âgr
L99.
APPENDIX B
RANDOM NUMBER GENERATOR
Thls appendlx wl_Il d.lscuss the random number gener-
ator used to lmplement the simulatlon technlques employed
ln thls study.
The random number generator used 1s of the llnear
congruentlal type, see . Kn¡th (21), and 1s provlded as a
standard llbrary subroutlne (m¡e) on the CDC-6000 serles
conputers (see CDC Reference Manuat (5)).
The foIIowlng statlstlcal test was applled to thls
generator. Slnce thls ls a standard test (14r17r18121),
only a brlef outllne w111 be given here, 1n whlch a faml]l-
arlty wlth the detalls of thls test w111 be assumed.
The random number generator provlded a sequence of
numbers whlch r,tere tested for unlform dlstrlbutlon over the
lntervat (0r1) as follows. The interval was dlvlded lnto
ten equal sublntervals, and fr , the number of random
numbers falI1ng lnto. the 1-th lnterval was counted.
If n ls the length of the sequence, then the
statlstlc
10.n
10
=7.
2
xi no )
1
has a X2 dlstrlbutlon wlth 9 degrees of freedom. Thls
experlment ls repeated m tlmes and the m values of Xî
200.
thus obtalned are conpared wlth the theonetically expected
dlgtrlbutlon of Xl values. The nesultg obtalned wlth
n-1000 and m-1000 show that the assertlon thaf the
orlglnal rand,om numþer sequence l-s unlformly dlstrlbuted ls
cornect at the 60l level, a satlsfactory result (see
Sneclecor and."Cochran (¡l+) ).A second test was canrled out whene fr I wqs defln-
ed to be the numben of numbers ln the l-th lntenvalr fo11.-
owed by a numben ln the J-th lntervaL. The X2 statlgtlcthus becomes
x2= 10sn t r t=1
10 (fr r - 1þ)".
Proçeedlng as before, 1t was found that the assertlon that
congecuülve random numbers are not palnrlse conrelated, wag
comect at the 901 level, agaln a satlsfactory nesult.
Generatlon of n umbers fr s numb
The foLlowlng, standand, technlguêr 1s used to
generate 11, non-sorrelated random numbers from one sLngle
random numben. Thls method w111 be descrlbed for the case
n-2 from whlch the generalizaþLon of thls method forn > 2 ls an oþvlouo one,
The method works by dlvldlng the lntenvaL (0r1)
lnto m2 equal. sublntenvals Ir r...Ir2 such that theee
sublntervals cover the lnterval (0r1). A 1-1 mapplng,
201.
f , ls then d,eftned from any lnterval I¡ to some lntegen
p¿lr (1,J) wherc (r'J) beLongs to ühe set
g r {(or0).,.(0rh)r(rr0)...(1,n)...(nr0)...(nrn)} wlth rl=t¡¡-l.
thls mapping ls deflned ln the followlng way'
Supposethatkhastheunlquerepresentatlonk = m(l-I) + J whene o < J s m-1,
then f(Ir) maps on to (1,J).
Now deflne P¡ = # and tz = # ,
thenslnce Oslsm-l and O<
0sllrrl and 03'â2 <1. Thusthefunctlon f maybe
used to produee the two random numbers rl, t2 fnom the
s1ngLe rand.om number P. AIso, sLnce f ls a 1-1 mapplng'
the components of the nandom palr 1rl r9z are not correlated
1f the orlginal sequence ls not correlated'
The above method is used to genenate random numberE
whlch are used ln slmulatlng the hands dealt ln the z-PQ,
3-PG and A-PG (see chapters 4 and 5). In actual lmplement-
atlon the above process ls easlly carnled out by dlvldlng
the computer wolld lnto 2 halves, where P¡ 1e calculated
dlrectly from the flrst haLf of the wond, whlle t2 ls
calculated from the second ha1f.
202.
APPENDIX C
CALCULATION OF'PROBABILITIES
Thls appendlx descrlbes the use of a monte-carlo
method t.o calculate the probablIltles of wlnnlng assoelated
wlth an;y glven poker hand ( eee chapter 2) , Two types of
probabj.ll.iles are requlred-.
(a) f¡(r¡), the probablllty that a glven hand has
of beatlng any other random unlmproved hand'
(b) fa(h), the probablllty that a glven hand h
has of beatlng any nand'om lmproved hand'
Slnce the method.s used to flnd f¡(h) and fa(h) are very
slmllar, only the caleulatlon of f6(h) wllL be descrlbed
ln detall.The method used to caleulate ft(h) ls based on
the folloi,rrlng ldea.
Glven airy hand h, fb(h) I ñâV be approxlmately determlned
thus. F1rst, a very large nurnber, N, Of random hands
are generated. The methoC of hand genenatlon ls the sane
as was used for thé poker simulator (see ehapter 2). It
has been shown ln ohapter 2 that the hands produced 1n this
way are random. Next, L, the number of tlmes that the
glven hand h beats the randomly generAted hands, ând LDt
the nutnber of tlnes that the glven hand draws wlth the
random hands, 18 found. Then f¡(h) ls approxlmated by
(L+LD/2)/ñ. Slnce thls process ls tlme consumlng (for
203.
large N) Bome meaaures were taken to speed the caLculatlon.
1. Instead of generatlng N random hands each
tlme that fb(h) ls calculated, ühe set of
N random hands ls only generated once, and
ühen stored. All. fb(h) values ane then è
ealcuLated wlth respect to thls aane set of
random hands.
2, The pnocess of determlning whether one hand
beats another hand 1s repeated many tlmes
durlng the executlon of thls algonlthm.
Fon thls reason the fo1low1ng method was
devlsed to speed up thls hand comparlson
process.
ft 1s posslble to deflne a functlon q(h) (see
later) whlch asslgns a unlque lnteger to every hand h.
Furthenmore, thè functlon q(h) has the property that,
hand hr beats hand hz lf anrl only lf A(hr) > q(h2)' and
hand hr draws wlth hand hz 1f and only lf O(nr) = q(ha).
The deflnltlon of thls functlon, and the proof that 1t has
the above pnopertles, w111 be glven Later ln thls text.Thus, lnstead of storlrtg N nandom handsr the N
correspondlng numbers, âs deflned by the funetlon q(h),
are stored. Then, glven any hand h, q(h) rnay be ealcula-
ted for that hand, and the hand comparlson process may be
achleved by t'estlng the numþer of tlmes ühat the lnteger
204.
q(h) ls greater than on equal to the glven lntegers ln the
aet of N numbers already generated.
TÌre rnethod used to store the N numbers was to put
them ln an array (A(f), I=lrN). An alternatlve approach
would be to have an aruay C(I) , c(2)r.. "C(K) where the
elenent C(J) counts the nurnber of tlmes that the lnteger
J oecurs ln the set of N numbers. However, slnce
K(maxlnum of q(h)) ls appnoxlmately L37 (see deflnltlonof q(h) Iater 1n text), lt ls clear.ly lmpractlcal to
employ the latten method.
A drawback of the method used here ls that lt does
not glve a rellab1e estlmate of how often a particular type
on cl,ass of hand occurs when the percentage of ocCurnences
of that partlcular class among the N random hands gener-
ated ls small. But, for the purposes of thls study,
lnvar'lably only large classes of hands are dealt wtth, forexample, the percentage of hands wealter than a palr of 8rs.
Hence thls partLcular dlsadvantage, 1n thls cå.se, ls of no
practlcal consequence.
Íhe process of flndirlg fu(t¡) wlII now be summarls-
ed.
(1) Generate a nandom hand h, and caleuiated q(h).
Repeat thls process N tlmes (tl = 301000) and
store the resultant numbers 1n the arrey
(n(f ), I=1,N).
205,
(11) Glven any hand h for whlch fu(fr) ts requlredt
flrst ealculate q(h). Now compute h, the
number of tlmes that q(h) >
number of tlmes that q(h) = A(r), fon I-L,N'
Then fr(h) ls appnoxlmated by (L+LD/z)/N.
A veny slmltar process ls used' to compute fa(h)
except thls tlme the array (A(I), I=1,...N) ls computed
ln the followlng way. A random hand 1s dealt, and 1f thls
hand 1s a palr or better then 1t ls randomly lmproved,
taklng lnto account cards already held, to some new hand h{'
If the hand ls weaker than I palr lt ls dlscarded. Thls
selectlve process ls used because, ln pokef, players seLdom,
1f ever, play on less than a paln (see chapter 5) ' As
before thls process was repeated N tlmes (not countlng
hands weaker than t palr) and. each tlme q(fr¡È) was stored
ln the aruay (A(I) ,I=1r. . .N). Now fa(h) may be ealcula-
ted ln the same $ray as fr(n).
Deflnttlon of the functlon q(h).
The functLon q(h) ls calculated accofdlng to
table 20. Thls table w111 not be dlscussed ln detall
aS lt ls not of central lmportance to thls thesls. However'
by careful examlnatlon of thJ-s table the followlng polnts may
þe valldated.
TABLE 20
DEFII.JIT]ON OF I]AND .JEOUENC]NG FUNCT]ON2C6 .
Hantl Type
1) less than 1 pair
2) I pair
3) 2 pair
)+) 3of akind.
5) straight
6) tlr¡.str
T) t'.¡11 ¡ook
B) l+ of a kincl
9) routine
Definition of variab.l.es
i1 ,f2ri3,fl+,I! ar.e hand.
vaIl,..sf , in cescend,il,g
oraler of rnagni'"ud.e
Il = value of pair12,f3,I)+, are hanti val-uesof r-rrpaired carcls indescending order of mag-nitud.e
Il=value of higher pairl2=va1ue of lower pairI3=val-ue cf unpaired. carcl
fl = value of trebleI2rI3 unnatched. carcls in
descend.i.ng orclerII = val-ue of highest carcl(Ace counts as O if it isfirst card. in straight)
II ,I2,I3,I\,I5 are handvalues in descending oralerof rnagnitud.e
Il- = value of three of akind
f2 = value of two of a kind.
fI = vâlue of l+ of a kind.
Il- as for straight (seeabove )
Value of q(h)
q( h) -I1. f3a+I2,133+I? .132+I)+ .f 3 i+Ii
nax.vafue of q(n) < 12(l-3q+.,+130)= re(r¡s-r) ; r3t !
q(rr ) =r 36+tr. r33+I2 l-32+I3. 13+Il+max,val-ue or q(¡)< 136+12( f3s+Ì32+13+r).136+13s
o ¡¡¡=13 5+136+II .r32+f 2 .13+r3nax q(tr) < 13s+136+13q
q( rr)=r34+r:t+I3t*rr. r32+r2. r3+r3
nax q(tr) < 2.134+13s+r36
q(¡) = 2.134+t3s+I36+11
max q(n) < 13+2.1-34+13s+l-36
q(h)=11+2.134+13s+136+r1.134+r2.133+r\..:-3+r5
max q(ir) < t3+2,134+13s+2.136
q( h) =13+2.13b+13 5+2.136+rr. t3+r2
nax q(h) < r3+13s+2.134+13s+2.136
q(h) =11+rf 3+2
. 13 r+.t-I3 s+2
. 13 6+.L1
nax q(tr) < 2.13+133+2.13q+f3s+2.136
q( ¡) =e. f3+r3 3+2. 13 4+13 s+2. f3 6+r1
max q.(rr) < 3.13+t-33+2.13a+13s+2.136 < 137
5 The sum of the G.P. a+ar+...*arn is given by Sn =a( r-rn-l )
t_ r+
hand values are assigned in the foJ-loving way (irr.espective of suit)CAIìD 2 3l+ : 6l g 9ro J q K A
0 12 3I+ 5 6l g g10 11 12VA].UE
207 ,
I. Each unlque hand (írreepeetlve of sult) 81ves
a unlque lnteger q(h) ' If hr and hz are
2 dlfferent hands then q(hr) / q(hz)' and lf
hr and hz are ldentteal hands then q(hl) = q(h2)'
2. The value of q(h) for hands of dlfferlng typest
ls so calculated that glven hands hr and hz
where hr ls a stnonger type of hand than t:zt
then q(hr) > q(h2).
3. ff 2 hands h1 and hz are of the same type,
but hand hr beats hand ]nzt then q(hr) > q(hz)'
Now, by uslng polnts 1 to 4 above lt w111 be shown
that:hand h1 beats hand h2 lf and onIY 1f
q(hr ) > q(h2 ) ' and h1 draws wlth hz lf
and onlY 1f e(frt ) = q(hz ).
Íh1s statement w111 be proved 1n 4 steps.
(1-) If h1 beats hz then by LrZ and 3 above'
9(hr) > q(h2)
(11) rf q(hr) > q(hz) then bv 1. and (1) above,
hand hr beats hand }:z'
(1i1) If hand hr draws with hand hz then
q(hr ) = q(hz ) as from (i) and (11) above
q(hr) r q(h¿) and q(hr) > q(hz)' thus
tFor deflnltion of hand types see table l.
208t
9(hr) must equel q(h2).
(fv) If q(hr ) = q(hz ) then hands hr and hz
must draw bY 1 âbove.
Thus , th'e proof 1s comPlete.
209.
FIGUBE 1
FIGURE 2
FIGURE 3
FIGURE 4
FIGURE 5
F'TGURE 6
FIGURE 7
FTGURE 8
FIGURE 9
FIGURE TO
FTGURE 11
FIGURE L2
INDEX OF G S
DECK SHUFFLING ALGORITHM
ALGORTTHM TO DETERMINE WHÏCH
CARDS TO DISCARD DURTNG HAND
TMPROVEIIENT
INTERACTI\TE POKER SIMULATOR
FLOI{ DIAGRAM OF LAH ALGORITHM
FLOI^I DIAGRAM OF 2-PG
STRATEGIES FOR THE z-PG
z.PG STRATEGY F'I]NCTIONS
SUMMARY OF STRATEGY FUNCTION
DEFTNITIONS AND GAME FLOI¡T
DIAGRAM FOR 3-PG
GAIUE FLOW DTAGRAM F'OR THE 4-PO
AND DEFÍNITION OF STRATEGY
FUNCTIONS
EQUIVALENCE BETI/IEEN 3-PG AND 4-PG
l^ll{EN PLAYER 1 DECLINES TO PtAf
COMPARISON BET!üEEN ANALYTIC PAYOFF
T'T'NCTIONS FOR THE 3-PG, AND RESULTS
OBIAINED FROM SIMULATION
SOLUTION TO THE 4_PA EXPRESSED IN
TERIVTS OF POKER HANDS
AN EXAMPLE OF A SIMPLE NETI¡IORK
Page
27
30
44
67
79
B2
B4
110
l22
L27
133
140
FIGURE 13 149
210.
TABLE ITABIE 2
TABLE 3
TABLE 4
TABLE 5
TABLE 6
TABLE 7
TABLE 8
TABTE 9
TABLE 10
TABLE 11
TABLE 12
TABLE 13
TABLE 14
TABLE 15
TABLE 16
INDEX OF TABLES
CI,ASSTFYING POKER HANDS
EPSTEINIS TABLE OF POKER
PROBABILITIES
PROBABILTTIES OF WTNNING FOR
UNIMPROVED HANDS, CALCULATED
BY A MONTE-CARLO }'IETHOD
HAND NUI!tsERTNG FUNCTION Pr(h)
PROBABILITIES OF IÂIINNING FOR
TMPROVED HANDS, CALCULATED BY A
IUONTE-CARLO METHOD
AN EXAMPLE OF THE BETTING ALGORITHM
AN EXAMPLE OF THE LAH ALGORÏTHM
SUMMARY OF PLAYS FOR von NEUMANN|S
GAII4E
COMPARISON BETüIEEN ROSEN I s MODIFIED
METHOD AND THE LAT]Ï ALGORTTHM
SUMMARY OF PLAY FOR T:IE z-PA
SOLUTION TO THE z-PG
SIMULATION OF z-PG PAYOFF FUNCTIONS
SUMMARY OF PLAY FOR TTIE 3-PG
SUMMARY OF PLAY IiOR THE 4-PG
SOLUTION TO THE 4-PG
EQUIVALENCE BETI,rIEEN HANDS IN THE
4-PG AND REAL POKER HANDS
Page
23
31
34
35
3B
41
56
7o
73
B7
94
103
115
L23
1,29
L37
21J.
TABI,E L7
TABI,E 18
TABLE 19
TABLE 20
MINIMUM HAND }'T¡TEN F.TRST TO PLAY:
THEONEEICAL RESULT
NTINIMUM HAl,lD ÏÍHEN FIRSI TO PLAY:
PRACTICAL CRITERIA
RESULÍS FOR NETVüORK OPTIMIZATION
DEFINITION OF HAND SEQUENCING
F'T'NCTION
Page
t42
145
154
206
2r2.
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6